Medium Humanoid (Elf), Chaotic Evil
Armor Class 15 (17 with mage armor)
Hit Points 136 (18d12 + 18)
Speed 30 ft., Fly 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
15 (+2)
INT
19 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +10, WIS +10, CHA +11
Condition Immunities Charmed, Restrained
Senses Darkvision, Passive Perception 15
Languages Abyssal, Celestial, Common, Elvish
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, identify, mage armor, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, blink, lightning bolt

4th level (3 slots): banishment, fire shield, stoneskin

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

6th level (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank

9th level (1 slot): time stop

*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

1st level (at will): hellish rebuke

Legendary Actions

Anamoira 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. Anamoira regains 1 spent legendary action at the start of its turn. 

Cantrip. The archmage casts a cantrip.

Alter Reality. (2 Legendary Actions) The archmage can change any D20 roll.

Change Fate. (3 Legendary Actions) Target makes a Wis Saving Throw (Spell DC 18). On a failed save the target switches every natural 20 for a natural 1 and vice versa.

 

Description

Anamoira, Archmage of Reality, was once a pleasant girl who believed everyone had at least a little bit of good in them. She was a prankster, always using her magic to her advantage, learning harmless spells such as prestidigitation and mage hand to assist in her adventures. While studying at The Academy of the Rose her pranks began to take a dark turn. Alliana, Master of Chaos, and Anamoira's tutor, wanted nothing more than to take control of her students, and later The Academy, using Anamoira as a tool to do this. Anamoira was forced to murder students and teachers alike, their screaming faces burned into her memory. After that day she vowed to find a way to change reality and destroy Alliana before she could corrupt her younger self. After centuries of study Anamoira had gone mad, tortured by the screams in her tower alone, and now uses her powers in a much different way. She warps the world around her with every step she takes, whether intentional or not.

Emmett_Unknown

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes