Medium Humanoid (Human), Any Alignment
Armor Class 21 Natural
Hit Points 200 (25d8 + 75)
Speed 50 ft.
STR
14 (+2)
DEX
26 (+8)
CON
16 (+3)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +16, INT +11, WIS +12, CHA +14
Skills Acrobatics +16, Perception +12, Persuasion +14
Damage Resistances Cold, Fire, Poison, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed, Poisoned, Stunned
Senses Passive Perception 22
Languages Common
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Blink.  Anti-Mage, as a bonus action, can magically teleport up to 60 feet away to an unoccupied space. When he does so an illusion of him is left behind where he was for one round, this illusion deals half damage (based on Anti-Mages damage) and receives twice as much damage.

Greater Magic Resistance.  Anti-Mage has advantage on saving throws against spells and other magical effects and Anti-Mage has resistance to damage from spells.

Mana Break. Anti-Mage deals extra damage equal to the total amount of spell slots that the target is missing.

Legendary Resistance (1/Day). If Anti-Mage fails a saving throw, he can choose to succeed instead.

Magic Weapons. The Anti-Mage's weapon attacks are magical.

Actions

Multiattack. The Anti-Mage makes three attacks

Diffusal Blade. Melee Weapon Attack +14 to hit, reach 5ft., one target. Hit:  15 (2d6 + 8) slashing damage plus the total number of spells slots missing from the target dealt as magic damage.  Once a day, as a bonus action, you can cast Purge on a target forcing them to make a DC 20 Intelligence saving throw. On a failed save the target's speed is reduced to 0, they lose concentration on any spell they had. On a successful save they are unaffected. The target can attempt the save again at the end of their next turn, ending the effects on a successful save. This special feature can be used once  and recharges after a short rest.

Mana Void (Recharge 5-6) . Anti-Mage creates a tear in the targets magical connection momentarily causing chaos to collapse on that target. The target must make a DC 24 Intelligence saving throw, getting stunned and taking damage equal to their spell casting ability x their total number of missing spell slots on a failed save, or half as much damage on a successful one. A target that failed may attempt the saving throw at the end of their next turn to end the stun effect.

Reactions

Counter Spell - Any single target spelled targeted at Anti-Mage that is of 5th level and lower is automatically reflected back at the caster. If the spell requires an attack roll to be made then it automatically hits. If the spell requires a saving throw then the caster must succeed in that spells saving throw against their own spell save DC.

Legendary Actions

Anti-Mage can take 1 legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creatures turn. Anti-Mage regains spent legendary actions at the start of his turn.

Blink. Anti-Mage can blink

Attack. Anti-Mage makes a melee attack with its weapon

 

Description

The monks of Turstarkuri watched the rugged valleys below their mountain monastery as wave after wave of invaders swept through the lower kingdoms. Ascetic and pragmatic, in their remote monastic eyrie they remained aloof from mundane strife, wrapped in meditation that knew no gods or elements of magic. Then came the Legion of the Dead God, crusaders with a sinister mandate to replace all local worship with their Unliving Lord's poisonous nihilosophy. From a landscape that had known nothing but blood and battle for a thousand years, they tore the souls and bones of countless fallen legions and pitched them against Turstarkuri. The monastery stood scarcely a fortnight against the assault, and the few monks who bothered to surface from their meditations believed the invaders were but demonic visions sent to distract them from meditation. They died where they sat on their silken cushions. Only one youth survived--a pilgrim who had come as an acolyte, seeking wisdom, but had yet to be admitted to the monastery. He watched in horror as the monks to whom he had served tea and nettles were first slaughtered, then raised to join the ranks of the Dead God's priesthood. With nothing but a few of Turstarkuri's prized dogmatic scrolls, he crept away to the comparative safety of other lands, swearing to obliterate not only the Dead God's magic users--but to put an end to magic altogether.

 

+4 Leather Armor

+3 Longsword (Diffusal Blade) : On a successful hit the target loses 1 spell slot, always their lowest available spell slot. Anti-Mage can add his Intelligence modifier to the weapons damage. The swords damage is considered magical and it deal 1d10 slashing damage one handed or 1d12 if used with two hands. The sword also gives the user +1 to AC. Once a day, as a reaction, you can cast Purge on a target forcing them to make a DC 20 Intelligence saving throw. On a failed save the target's speed is halved, they lose any and all buffs/bonuses they had one them (this includes any charges of luck but excludes inspiration) and they take 10 magic damage. On a successful save they are unaffected. This special feature can be used once  and recharges after a short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2021 4:19:42 AM
89
16
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Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Berryhill

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