Medium Undead, Any Evil Alignment
Armor Class 22 (natural armor)
Hit Points 298 (40d12 + 58)
Speed 45 ft., Fly 10 ft.
STR
8 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
24 (+7)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +9, INT +13, WIS +8
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 40 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial, Sylvan, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (4/Day). If the Arcane King fails a saving throw, it can choose to succeed instead.

Spellcasting. The Arcane King is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The King has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (6 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, instant summons

7th level (1 slot): fire storm, [Tooltip Not Found]

 

Turn Resistance. The Arcane King has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 11 (3d6) cold damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 30 seconds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Arcane King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Arcane King regains spent legendary actions at the start of its turn.

Cantrip. The Arcane King casts a cantrip.

Paralyzing Grasp (Costs 2 Actions). The Arcane King uses its Paralyzing Touch.

Frightening Sight (Costs 2 Actions). The Arcane King fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the King's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of the King must make a DC 16 Constitution saving throw against this magic, taking 18 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Orion9715

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