Medium Humanoid (Elf), Lawful Neutral
Armor Class 17
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 Magic Weapons
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages 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: Clairvoyancedetect thoughts, see invisibilityjumpfeather fall

3/day each: dimension doortelekinesis, dispel magicresilient sphere

1/day each: globe of invulnerabilitycreation

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

Cantrips (at will): LightMage Hand (Invisible), PrestidigitationFire Bolt (deals radiant damage)

1st Level (4 slots): ShieldFloating DiskCommandMagic Missile

2nd Level (3 slots): Hold PersonInvisibilityMirror ImageMisty Step

3rd Level (3 slots): CounterspellLightning Bolt (deals radiant damage), Slow

4th Level (3 slots): BanishmentFreedom of Movement

5th Level (2 slots): Arcane HandHold 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 5 ft., one target. Hit: 11 (2d6 +4) bludgeoning damage plus 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.

LunaRue5400

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