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.
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.
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.
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
|
9
|
1
|
--
|
Coming Soon
|
|
|
8/3/2021 4:15:19 AM
|
8
|
1
|
2
|
Coming Soon
|
|
|
9/3/2021 2:01:30 PM
|
9
|
1
|
3
|
Coming Soon
|
|
|
9/4/2021 5:46:24 AM
|
12
|
1
|
4
|
Coming Soon
|
Comments