Medium Humanoid (Elf), Lawful Neutral
Armor Class 17 Natural
Hit Points 112 (15d8 + 45)
Speed 35 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +8, INT +8, WIS +9
Skills Arcana +13, History +8, Perception +9, Religion +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft. , Passive Perception 18
Languages All telepathy 120 ft All, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

ARCANE SENSE: The Archimandrite can cast detect magic at will, with an increased range of 120 ft.

INNATE SPELLCASTING: The Archimandrite’s innate spellcasting ability is Wisdom (spell save DC 17). He can innately cast the following spells, requiring no material components:

At will: clairvoyance, detect thoughts, see invisibility, jump, [Tooltip Not Found]

3/day each: dimension door, telekinesis, dispel magic, resilient sphere

1/day each: globe of invulnerability], [creation]

MAGIC RESISTANCE. The Archimandrite has advantage on saving throws against spells and other magical effects.

MAGIC WEAPONS The Archimandrite’s weapon attacks are magical.

PSYCHIC DEFENSE. While the Archimandrite is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Spellcasting. The Archimandrite of the Iron Chain is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Archimandrite of the Iron Chain has following spells prepared:

Cantrips (at will): light, mage hand (invisible), prestidigitation, [Tooltip Not Found] (deals radiant damage) 

1st level (4 slots): shield, floating disk, command, [Tooltip Not Found]

2nd level (3 slots): hold person, invisibility, mirror image, misty step

3rd level (3 slots): counterspell, lightning bolt (deals radiant damage), slow

4th level (3 slots): banishment], freedom of movement]

5th level (2 slots): arcane hand, hold monster

6th level (1 slot): chain lightning (deals radiant damage)

7th level (1 slot): reverse gravity

8th level (1 slot): power word stun

Actions

MULTIATTACK. The Archimandrite makes two unarmed strikes

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., 1 target. Hit: 11 (2d6 + 4) [bludgeoning] damage plus Hit: 13 (3d8) [psychic] damage 

Reactions

TELEPORT (3/DAY). The Archimandrite magically teleports, along with any equipment he is wearing or carrying, up to 60 ft. to an unoccupied space he can see.

Ravicaint

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