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.
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.
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.
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