Special Equipment. Acererak carries a Staff of the Magi and a Sunsword He wears a Robe of the Archmagi and is attuned to a Ythryn Mythallar.
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Forgotten Magics (Mythic Trait; Recharges after a Short or Long Rest). If Aryte is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 150 hit points. In addition, Mystryl’s ancient magics immediately swarm over his body to protect him, granting him 100 temporary hit points.
Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead.
Master of Magic. Sul Khatesh has advantage on Constitution saving throws to maintain concentration.
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The archmage can cast disguise self and invisibility at will Acererak has the following wizard spells prepared:
Cantrips (at will): Acid Splash, Animate Critter, Blade Ward, Booming Blade, Create Bonfire, Diabolism, Druidcraft, Eldritch Blast, Fire Bolt, Friends, Green-Flame Blade, Guidance, Light, Mage Hand, Mending, Primal Savagery, Shillelagh, Toll the Dead, Vicious Mockery, Word of Radiance,
1st level (4 slots): Armor of Agathys, Bane, Bless, Catapult, Chaos Bolt, Color Spray, Compelled Duel, Cure Wounds, Dissonant Whispers, Expeditious Retreat, Heroism, Inflict Wounds, Longstrider, Magic Missile, Shield, Silent Image
2nd level (3 slots): detect thoughts, Flaming Sphere, Invisibility, Web, Misty Step, Shadow Blade, (at will) Arcane Lock, Enlarge/Reduce, (as ritual) Animal Messenger, Augury, Beast Sense, Gentle Repose, Locate Animals or Plants, Magic Mouth, Silence, Skywrite,
3rd level (3 slots): counterspell, Dispel Magic, Fireball, Flame Stride, Haste, Magic Circle, Melf's Minute Meteors (as ritual) Feign Death, Leomund’s Tiny Hut, Meld into Stone, Tiny Hut, Water Walk
4th level (3 slots): banishment, Death Ward, Guardian of Faith, Ice Storm, Stoneskin, Summon Construct, Wall of Fire (as ritual) Divination
5th level (3 slots): Far Step, Passwall, Planar Binding, Skill Empowerment, Summon Draconic Spirit, Telekinesis (as ritual) Commune, Commune with Nature, Contact Other Plane, Telepathic Bond
6th level (3 slot): globe of invulnerability, Fizban’s Platinum Shield (as ritual) Forbiddance, Instant Summons,
7th level (3 slot): teleport, Plane Shift, Finger of Death, Draconic Transformation
8th level (2 slot): Antimagic Field, Illusory Dragon, Sunburst, (at will) Control Weather
9th level (3 slot): time stop, Meteor Swarm,
He doesn’t need material components to cast any of his prepared spells.
*The archmage casts these spells on itself before combat.
- Sentinel Attack When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- 'When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Arcane Cataclysm (Recharges after a Long Rest). Aryte conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.
Multiattack. Aryte attacks twice with his sword and once with staff
Staff. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 9)bludgeoning or 8 (1d8 + 7) bludgeoning damage when used with two hands.
Sunsword (longsword). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (1d8 + 9) radiant damage, or 19 (1d10 + 7) radiant damage when used with two hands.
Charger If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Telekinetic - Shove As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. The target must succeed on a STR save (DC 20) or be moved 5 ft. toward you or away from you. A creature can willingly fail this save.
Bladesong You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
Shillelagh The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Emanate Telekinetic Energy (18/Day) When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must succeed on a Strength saving throw DC 20 or take 2d8 force damage and be pushed 10 feet away from you.
Manifest Wings (18/Day) You can manifest protective wings that can shield you or others from attacks. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. Roll a d4 and grant a bonus to the target’s AC equal to the number rolled against that attack roll, potentially causing it to miss.
Spells Absorb Elements (1st) ,Shield (1st), Counterspell (3rd)
Defensive Duelist When you are wielding a finesse weapon and another creature hits you with a melee attack, you can use your reaction to add your +6 to your AC for that attack, potentially causing the attack to miss you.
- Mage Slayer When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Intercept mind if you or a creature that you share a spiritual bond with have to make a mental state saving throw the creature can use your Statistics for the roll and vice versa
Intercept Harm if you or a creature that you share a spiritual bond with have to make a physical state saving throw the creature can use your Statistics for the roll and vice versa
Sentinel Attack When a creature within 5 feet of you makes an attack against a target other than you. you can use your reaction to make a melee weapon attack against the attacking creature.
Song of Defense When you take damage while your Bladesong is active, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
Vigilant Guardian (1/Day) When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can’t do so again until you finish a long rest.
War Caster You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
Aryte 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. Acererak regains spent legendary actions at the start of his turn.
Attack. Aryte makes one attack, either with its demonic weapon or with its snakebite.
Cantrip. Aryte casts one of his cantrips.
At-Will Spell. Aryte casts one of his at-will spells.
Cast Spell. Aryte casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Aryte expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.
If Aryte’s mythic trait is active, he can use the options below as legendary actions, as long as he has temporary hit points from his Forgotten Magics.
Mind Blast (Costs 3 Actions). Aryte magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Channel Negative Energy (Costs 2 Actions). Aryte magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Arcane Catastrophe (Costs 3 Actions). roll 1d10 Aryte regains a spell slot of the same level. rolling a 10 course a Wild Magic Surge effects shown in the following table in addition an explosion that expands to fill a 30-foot-radius sphere centered on Aryte dealing 16d6 damage to him. Every other creature in the area must make a DC 17 Dexterity saving throw. takeing half as much damage on a successful save.
Wild Magic Surge
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended sorcery points. |
Description
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Comments