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.
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
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.
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.