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 shield and misty step at will and has the following wizard spells prepared (+3 more):
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, disguise self, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, invisibility, knock
3rd level (3 slots): counterspell, fly, fireball
4th level (3 slots): fire shield, dimension door
5th level (3 slots): cone of cold, wall of force
6th level (1 slot): sunbeam, disintegrate
7th level (1 slot):
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*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.
Description
On further reflection, while an archmage would be more than capable of beating a vampire with the correct preparation, Stradh is an entirely different beast.
Previous Versions
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