Medium Humanoid (Human), Any Alignment
Armor Class 16 (18 with mage armor)
Hit Points 159 (8d10 + 115)
Speed 20 ft.
STR
11 (+0)
DEX
20 (+5)
CON
11 (+0)
INT
26 (+8)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws INT +14, WIS +12
Skills Arcana +8, History +5
Damage Vulnerabilities Necrotic
Damage Resistances Psychic, Damage from Spells
Condition Immunities Poisoned
Senses Truesight, Passive Perception 23
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Former Netheril Archmage: Can cast 10th-level spells if all three of the conditions are met:

  • Requires assistance from another 20th-level spellcaster
  • Must roll a d10, and only if the result is 10 will the spell be successfully cast
  • Must have intentions that would be classified as any good or neutral alignment, excluding Chaotic Neutral (Cannot deceive)

Upon attempting a 10th-level spell, all magic wielders involved will lose 1 spellcasting level.

Spellcasting. The ancient archmage is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +12 to hit with spell attacks). The ancient archmage has following spells prepared:
Cantrips (at will): acid splash, dancing lights, eldritch blast, mending, poison spray

1st level (12 slots): alarm, detect poison and disease, inflict wounds, mage armor*   

2nd level (10 slots): aid, alter self, animal messenger, darkness, moonbeam, prayer of healing, zone of truth, spike growth

3rd level (8 slots): bestow curse, create food and water, conjure animals, dispel magic, fireball, glyph of warding, fly, revivify

4th (7 slots): arcane eye, banishment, black tentacles, freedom of movement, greater invisibility, wall of fire

5th (6 slots): animate objects, arcane hand, cloudkill, cone of cold, telekinesis

6th (5 slots): chain lightning, contingency, create undead, disintegrate, instant summons, move earth, sunbeam, wall of ice

7th (4 slots): etherealness, mirage arcane, prismatic spray, reverse gravity, teleport, sequester

8th (3 slots): antimagic field, clone, demiplane, control weather, incendiary cloud, mind blank*

9th (2 slots): astral projection, foresight*, power word kill, imprisonment, meteor swarm, time stop

10th (1 slot): Lefeber's Weave Mythal, Mavin's Create Volcano, Tolodine's Killing Wind

 

*casts on itself before battle

Actions

 

Vorpal Sword+3 to hit, reach 5 ft., 1 target. Hit: 30 (6d8 + 3) slashing damage. 

 

Legendary Actions

The ancient archmage can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient archmage regains spent legendary actions at the start of its turn.

Simple Spell. The ancient archmage casts a level 2 or lower spell

Mage Armor. The ancient archmage casts Mage Armor on itself.

Mind Blank (Costs 2 Actions). The ancient archmage casts Mind Blank on itself.

Foresight (Costs 3 Actions). The ancient archmage casts Foresight on itself.

Description

An ancient archmage from the age of Netheril, the ancient archmage has greater magical abilities than modern archmages, and wields magic lost to the ages. In distant lands, the ancient archmage studies and creates spells in secretive lairs. He believes that civilization was wiped out by the Phaerimm and attempts to keep his existence a secret.

Lair and Lair Actions

The Ancient Archmage's lair is often extremely well protected and difficult to find. Black Tentacles and Glyph of Warding are commonplace. Glyphs of Warding commonly contain Prismatic Spray or Incendiary Cloud.

Lair Actions

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

  • The ancient archmage rolls a d4 and uses a spell of that level or lower, without consuming a spell slot
  • The ancient archmage rolls a d10 and regains a spell slot of that level or lower.
  • The ancient archmage rolls a d8 and uses a spell of that level or lower, and does use a spell slot.

Regional Effects

The region containing a legendary ancient archmage’s lair is also protected by extreme weather, which creates one or more of the following effects:

  • If the environment is Mountain or Arctic, the weather is always Blizzard, Storm Winds, and Arctic Cold
  • If the environment is Desert, the weather is always Unbearable Heat, Torrential Rain, and Storm Winds

If the ancient archmage dies, these effects fade over the course of 8d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2021 8:43:57 PM
255
39
--
Coming Soon

Monster Tags: NPCHuman

Habitat: ArcticDesertMountain

Pocklion

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