Medium Monstrosity (Shapechanger), Lawful Evil
Armor Class 22 Magical half plate and magical shield
Hit Points 129 (18d10 + 30)
Speed 30 ft., Fly 40 ft. - In an area of dim light or Darkness, Jenna can grip the edges of her Cloak of the Bat with both hands and use it to fly at a speed of 40 feet.
STR
9 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +8, INT +11
Skills Arcana +11, Deception +9, History +5, Perception +9, Religion +11, Sleight of Hand +8
Damage Resistances Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft, Passive Perception 19
Languages Abyssal, Common, Deep Speech, Infernal, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Jenna fails a saving throw, she can choose to succeed instead.

Battle Ready. When Jenna attacks with a magic weapon, she can use her Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Warcaster. Jenna has advantage on CON saving throws that she makes to maintain her concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in one or both hands. 

Spellcasting. Jenna is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Jenna has the following wizard spells prepared:

Cantrips (at will): booming blade, mending, mage Hand, prestidigitation, fire bolt

1st level (4 slots): detect magic, identify, shield, magic missile*

2nd level (3 slots): warding bond, blur, heat metalbranding smiteinvisibilityenlarge reduce

3rd level (3 slots): counterspell, conjure barrage, dispel magichasterevivify

4th level (3 slots): banishment, fire shield, fabricatearcane eye

5th level (3 slots): dominate person, animate objects, scryingcreation

6th level (1 slot): globe of invulnerability

7th level (1 slot): simulacrumpower word: pain

8th level (1 slot): Incendiary cloudearthquake

9th level (1 slot): time stop

Actions

Multiattack. The archmage can make 2 attacks per turn.

Staff of Torog. Melee Weapon Attack: +14 to hit, reach 5 ft, one target. Hit: 11 (1d6+8) bludgeoning damage. Once per turn, when you hit a target with the Staff of Torog, you can choose to either deliver an extra (4d6) force damage, or restore (4d6) hit points to a creature or object within 30 feet of the target.

Light Hammer +3. Melee or Range Weapon Attack+14 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 10 (1d4+8) bludgeoning damage.

Bonus Actions

Create Magic Turret. Jenna creates a floating magical turret of force within 30 feet of her that lasts for 1 minute. The turret acts on Jenna's initiative. The turret uses the Magic Missile spell once per turn. Jenna can have a maximum of 3 turrets at any one time.

Ball Bearing Bounce. As a bonus action, Jenna throws a ball bearing. She can then teleport up to 15 feet to the location of any ball bearing she can see.

Reactions
Flash of Genius. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add +5 to the roll.
 
Share the Pain. When Jenna takes damage from any creature, she may use her reaction to inflict crippling pain on the attacking creature. The creature must make a DC15 Constitution saving throw. It takes (3d10) psychic damage on a failed save, or half as much damage on a successful one.
 
On a failed save, the creature suffers crippling pain. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
 
Legendary Actions

Perform one of the following actions at initiative count 20 each turn.

Turn 1: Summon Steel Defenders. Jenna summons 1d6 Steel Defenders with the Improved Defender stat block into unoccupied spaces next to her. They then may move up to their movement speed. The Steel Defenders act as an ally of Jenna, they remain for 10 minutes, until they or Jenna dies, or until Jenna dismisses them as an action. In combat, the Steel Defenders shares Jenna's initiative count, but they take their turn immediately after hers.

Turn 2: Pain is Pleasure. Jenna holds the Staff of Torog up and slams it down. A wave of dangerous, violent energy ripples from her in all directions. All non-construct creatures within 60 ft must make a DC19 Constitution saving throw. They take (3d8) psychic damage on a failed save, or half as much damage on a successful one. Jenna revels in the collective pain, re-gaining hit points equal to half the combined damage taken.

Turn 3: The Crawling King. Jenna Shapechanges into a small Purple Worm.

Monster Tags: NPCShapechangerhumanoidmonstrosityArtificer

BJK