Medium Ooze (Sorcerer, Warlock), Neutral Evil
Armor Class 22 (natural armor)
Hit Points 365 (30d8 + 141)
Speed 40 ft., Fly 60 ft.
STR
16 (+3)
DEX
18 (+4)
CON
24 (+7)
INT
24 (+7)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws STR +10, DEX +11, CON +14, INT +14, WIS +11, CHA +15
Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13
Damage Resistances Cold, Lightning
Damage Immunities Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 16
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

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

Sorcery Points. Blurble has 21 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:

Special Equipment. Blurble mage wears a spies’ murmur (see chapter 5).

 

 Heightened Spell: When the mummy casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

 Quickened Spell: When the mummy casts a spell that has a casting time of 1 action, the mummy can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell: When the mummy casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

Transmuted Spell: When blurble casts a spell that deals a type of damage from the following list, they can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. 

Spellcasting. The archmage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Blurble has the following warlock and sorcerer spells prepared:

Cantrips (at will): eldritch blast, minor illusion, mage hand, prestidigitation, shocking grasp

1st level (at will): detect magic, identify, mage armor*, magic missile

2nd level (at will): detect thoughts, mirror image, misty step

3rd level (at will): counterspell, fly, lightning bolt

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

5th level (3 slots): cone of cold, scrying, wall of force

6th level (3 slot)s: globe of invulnerability

7th level (3 slots): teleport

8th level (2 slots): mind blank

9th level (2 slots): time stop

Actions

Multiattack. Blurble makes casts eldritch blast, and they attack twice with their vorpal sword.

Frightful Word. Blurble targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Titivilus can take 3 legendary actions, 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. Titivilus regains spent legendary actions at the start of his turn.

At-Will Spell. Blurble casts one of their at-will spells.

Vorpal Sword. Blurble attacks with their vorpal sword.

Paralyze (Costs 2 Actions). Blurble targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

demonpanda1