Large Fey, Any Good Alignment
Armor Class 21 (natural armor)
Hit Points 168 (18d8 + 84)
Speed 30 ft., Fly 30 ft.
STR
14 (+2)
DEX
22 (+6)
CON
18 (+4)
INT
24 (+7)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws INT +14, WIS +12
Skills Arcana +21, History +14, Insight +12, Perception +12
Damage Resistances Bludgeoning from non magical attacks, Damage from Spells
Senses Truesight 120 ft., Passive Perception 22
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Archmage Marmu fails a saving throw, it can choose to succeed instead.

Spellcasting. Archmage Marmu is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +18 to hit with spell attacks). Archmage Marmu has the following wizard spells prepared:

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

1st level (4 slots): charm person, magic missile, shield, identify

2nd level (3 slots): blur, hold person, suggestion, mirror image

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

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

5th level (3 slots): wall of force, scrying, dream

6th level (3 slots): disintegrate, globe of invulnerability

7th level (2 slots): prismatic spray, plane shift

8th level (1 slot): clone, demiplane

9th level (2 slots): wish

Actions

Roly-PolyMarmu rolls up into a ball, and flies at a target within 45 feet of him, bouncing off of a wall or ceiling, as appropriate. The target must make a dc 14 Strength save, or take 4d6 bludgeoning damage, and be knocked prone, or half as much damage on a successful save, and are not knocked prone.

Staff of the Magi. Marmu uses a Staff of the Magi defensively, and rarely, if ever, casts spells from it, unless it is clearly the best option. He will almost exclusively use the Absorb Magic feature, and conserving his spell slots for later in the fight.   

Legendary Actions

Archmage Marmu 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 lich regains spent legendary actions at the start of its turn.

Cantrip. Archmage Marmu casts a cantrip.

Move. Archmage Marmu moves up to his speed

 Roly-Poly(Costs 2 Actions). Archmage Marmu uses its Roly-Poly attack on a creature within 45 feet of it.

Floor Slam(Costs 2 Actions). Marmu slams into the floor, making it tremble violently, potentially revealing lower levels. Each creature who is on the floor in a 30 foot circle around Marmu must make a DC 14 strength save, or be knocked prone

Super Bounce (Costs 3 Actions). Marmu charges up, and flies around his lair at an incredible velocity, ricocheting off walls, the celling, and the floor. Each creature within the lair must make a DC 16 dexterity saving throw, or take 8d6 bludgeoning damage, or half as much on a successful save. Marmu then reappears where he was at the start of the attack, looking slightly dizzy.

Description

Archmage Marmu bears a White-Colored Robe of the Archmage, and wields a Staff of the Magi. He is a caterpillar-like creature, who often bounces off the walls, and generally being joyful. He stands at just over 7 feet tall, but he appears more like a beholder in shape, curling himself up into a ball to attack things like weak slaadi, who threaten his abode. He will help those who have a similar alignment to him, but he will fight anyone who breaks into his home without an invite. Marmu's voice is light and airy, as though he were talking just after inhaling helium. On the rare occasions he does fight, he makes it so that all of his students and staff can watch, treating the whole battle like a show, or a game. In a similar fashion, whenever he summons his apprentices to help him out, he calls them like they were from a game show. While not anti-social, he rarely leaves his tower, due to his sheer wonder at his collection of magic, and his responsibility to his students. 

Marmu fights defensively, often using counterspells, and using his melee attacks to force his opponent to use their spells, if they have any.

Lair and Lair Actions

Archmage Marmu's Lair

 

Archmage Marmu's Lair is located on the plane of limbo, in a tower of his own creation from the stuff of limbo. Marmu uses his lair as a prestigious academy, where he hosts guests, teaches the brightest of minds, and studies for eternity.

Marmu employs a Githzerai Anarch to keep the Academy stable from the tides of Limbo, and respects them, along with the rest of his staff, greatly. The building is a hodge-podge of different dorm rooms, created by the students and staff, all attached to a central tower made of whatever Marmu feels like for the day. For the most part, it is some expensive gem, such as diamond, or a rich sapphire, but will change with his mood.

Archmage Marmu, when encountered in its lair has a challenge rating of 23 (50,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Marmu can take a lair action to cause one of the following magical effects; Marmu can’t use the same effect two rounds in a row:

  • Archmage Marmu rolls a d10 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. If it rolls a 10, it may choose a number of spell slots totaling no more than 10. If it cannot choose exactly 10 levels of spell slots, nothing happens
  • Marmu targets one ally it can see within 30 feet of it. A thrumming cord of positive energy tethers Marmu to the target. Whenever Marmu, or the target is healed, the target, if it chooses to heal itself or Marmu, both creatures receive 3/4 the original total of the healing device (ie. if Marmu was healed for 12 hit points, and had this action active, both targets would receive 9 hp). This tether lasts until initiative count 20 on the next round or until the Marmu or the target is no longer in the lair.
  • Marmu calls 1d4-1 of his students, which use the abjurer stat block, into his lair. These students materialize and obey any commands issued by Marmu. If they are reduced to 0 hit points, their bodies dissapear, and, unless otherwise prevented, their souls are sent to Clones of themselves. Marmu can only use this Lair Action 1d3-1 times per long rest.

Habitat: Forest

OriLite

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