Enigmatic Mind. The archaic's mind can't be read, creatures can communicate telepathically with the archaic only if it allows, and magic can't determine whether the archaic is lying.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn't require air, food, drink, or sleep.
Innate Spellcasting. The archaic's spellcasting ability is Intelligence (spell save DC 22). The archaic can innately cast the following spells, requiring no material components:
At will: detect magic, divination, sending
1/day each: banishment, forcecage, Dark Star, Ravenous Void
Shardwalker. The archaic has access to the abilities of 12 shards. Each shard is immune to every damage type except magical bludgeoning, piercing, and slashing and the damage type listed below. Each shard has an AC of 24 and 10 hit points.
There are 8 shards, 4 for each of the Elemental Planes and 4 Outer Essence Shards, rotating around the head of the archaic.
The other 4 shards, Astral, Far Realm, Feywild, and Shadowfell, are embedded within the archaic's body. These shards are immune to all damage until the 8 surrounding its head are shattered.
Once per turn when the archaic hits with its Force Strike attack, the abilities of any remaining shards activate, and the archaic may choose which order they resolve in.
Elemental Shard (Air) - Lightning, the archaic can fly up to 60 feet without provoking opportunity attacks
Elemental Shard (Earth) - Fire, the archaic gains resistance to a damage type of its choice until the start of its next turn
Elemental Shard (Fire) - Thunder, the creature hit by the Force Strike takes 11 (2d10) fire damage at the start of its next turn
Elemental Shard (Water) - Cold, each creature of the archaic's choice within 10 feet of it takes 7 (2d6) cold damage and must make a DC 22 Strength saving throw or be pushed 10 feet away from it and fall prone.
Outer Essence (Chaotic) - Poison, the archaic chooses an ability score, the creature hit by the Force Strike has disadvantage on attack rolls and ability checks made before the start of the archaic's next turn
Outer Essence (Evil) - Radiant, the creature hit by the Force Strike takes an additional 11 (3d6) necrotic damage
Outer Essence (Good) - Necrotic, the archaic chooses itself or a creature within 30 feet of it, that creature gains 11 (3d6) temporary hit points.
Outer Essence (Lawful) - Acid, the archaic can end one of the following conditions affecting itself or one creature it can see within 30 feet of it; charmed, blinded, deafened, frightened, poisoned, or stunned
Astral - Psychic, the archaic can teleport to a space within 30 feet of it.
Far Realm - Force, immediately after the Force Strike attack the archaic can choose 1 creature within 30 feet of it, the creature must succeed on a DC 22 Charisma saving throw or take 11 (3d6) psychic damage and become frightened of the archaic until the start of the creature's next turn
Feywild - Psychic, immediately after the Force Strike attack, the archaic rolls on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it doesn't require concentration and lasts for its full duration
Shadowfell - Force, the archaic chooses an ability score, the creature hit by the Force Strike attack has disadvantage on on ability checks and saving throws that use that ability until the beginning of the archaic's next turn.
Teleport. The archaic teleports to an unoccupied space that it can see within 120 feet of itself.
Spell Mimicry (1/Day). Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature must succeed on a DC 22 Charisma saving throw, or the archaic immediately casts the same spell at the same level (+14 to hit with spell attacks, spell save DC 22), requiring no material components and choosing the spell's targets.
The archaic can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The archaic regains spent legendary actions at the start of its turn.
Strike. The archaic makes one Force Strike attack.
Teleport. The archaic uses Teleport.
Unravel Magic (Costs 2 Actions). The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a DC 22 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the archaic takes a lair action to cause one of the following effects; the archaic can’t use the same effect two rounds in a row:
Vanish. The archaic targets one creature within 500 feet of it. The target must succeed on a DC 22 Wisdom saving throw, or the archaic becomes invisible to that creature for 1 minute. This effect ends if the archaic attacks the target.
Spatial Projection. The archaic chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once.
Incorporeal. Until initiative count 20 on the next round, the archaic can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
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