Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (18 Robe of the Archmage)
Hit Points 128 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws INT +10, WIS +6
Skills Arcana +11, History +11, Insight +7, Investigation +11, Persuasion +10
Damage Resistances Damage from Spells
Senses Passive Perception 11
Languages Abyssal, Celestial, Common, Deep Speech, Infernal, Sylvan Celestial, Common, Infernal, Sylvan, Abyssal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Spellcasting. The archmage is an 9th-level Wizard spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will):  create bonfire, fire bolt, mage hand, prestidigitation, thunderclap

1st level (4 slots): comprehend languages, grease, mage armor*, magic missile, shield, sleep, thunderwave

2nd level (3 slots): aganazzar's scorcher, mirror image, misty step

3rd level (3 slots): counterspell, fireball, thunder step

4th level (3 slots): vitriolic sphere

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

The archmage is an 9th-level Warlock spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will):  [Tooltip Not Found], guidance, sapping sting, spare the dying, [spellswird burst[/spell], [spellthumaturgy[/spell]

1st level (4 slots): comprehend languages, expeditious retreat, illusory script

2nd level (3 slots): mirror image, shatter

3rd level (3 slots): spirit shroud

4th level (3 slots): death ward

5th level (3 slots): contagion, legend lore

 

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.

Quarterstaff. Melee Weapon Attack:  +6 to hit, reach 5ft., one target. Hit: 3  (1d6) bludgeoning damage.

Legendary Actions

The archmage can take 3 legendary action, 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. The archmage regains spent legendary actions at the start of his turn.

Cantrip. The archmage casts a cantrip.

2nd-level Spell (Costs 2 Actions). The archmage casts a 2nd-level spell.

Description

Archmage Pelyn, The Keeper, is the ruler and headmaster of the city of Vitrolly. Working endlessly to bring new life to the old magics. They are rarely seen as they are always engaged in some form of research. Rumors have always lingered around them from the days leading up to the disappearance of the old king.

Monster Tags: NPC

Habitat: Urban

Saint_Sea

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