Medium Humanoid (Human), Lawful Evil
Armor Class 15 (18 with mage armor)
Hit Points 250 (20d12 + 100)
Speed 40 ft., Fly 60 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +7, INT +10, WIS +8
Skills Arcana +13, Deception +13, History +13
Damage Resistances Damage from Spells
Damage Immunities Lightning, Thunder
Condition Immunities Frightened, Prone, Stunned
Senses Darkvision, Truesight, Passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Orc, Primordial Any six languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

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

Cantrips (at will): light, mage hand, shocking grasp, thunderclap

1st level (5 slots): detect magic, identify, mage armor*, thunderwave, absorb elements

2nd level (5 slots): detect thoughts, mirror image, shatter

3rd level (4 slots): fly*, lightning bolt, thunder step, glyph of warding, call lightning

4th level (4 slots): banishment, elemental bane, storm sphere

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

6th level (3 slots): globe of invulnerability, chain lightning

7th level (2 slots): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop,  shapechange

*The archmage casts these 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.

 

Bonus 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
Legendary Actions

On initiative count 20 the action to the corresponding round takes place.

1: Ardinian summons 2-3 lightning elemental(2 if there are 6 or less players and 3 if there are 6 or more players) minions within 10ft of itself 

2: A thunder cloud forms above, sending bolts of lightning down in 3 20ft radius cylinders on the battlefield. Any creature that starts its turn in the area of effect must make a DC 15 dexterity saving throw or take 4d6 lightning damage on a failed save, or half as much on a successful save. On each turn after this, the mage can spend a bonus action to move an area of effect up to 30ft.

3: Ardinian claps their hands together with a thundering boom, any creature caught in a cone 30ft wide and 120ft long in front of the mage must make a DC17 strength saving throw or be knocked back 30ft, and be deafened until the end of their next turn. If they hit a wall from from being thrown back, they are knocked prone.

Description

Ardinian is an archmage, belonging to a conclave of powerful wizards who specialise in a different elemental proficiency, Ardinian specialises in lightning. Ardinian will often perform his own errands and will fight and search for things personally. Ardinian's trust is very low, hence why he often works alone.

His long term goal is to topple the current monarchy, as he believes the current kings actions to be unjust and corrupt, and believes that his corruption could fester, grow, and spread to all of the people who live in his city, and to the rest of the continent if he is not careful. Ardinian will not stop until his goal is completed by whatever means necessary.

As an enemy, Ardinian should be used as a boss or high difficulty encounter.  

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2021 3:19:58 AM
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8/3/2021 4:15:19 AM
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9/3/2021 2:01:30 PM
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9/4/2021 5:46:24 AM
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Monster Tags: NPCHuman

Habitat: Urban

SelesnyaScorch

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