Medium Humanoid (Human), Neutral Good
Armor Class 18 (15 with mage armor)
Hit Points 130 (18d8 + 18)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
24 (+7)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +9, INT +15, WIS +11
Skills Arcana +13, History +13, Insight +6, Perception +10
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 21
Languages Celestial, Common, Draconic, Dwarvish, Elvish, Primordial
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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 24, +13 to hit with spell attacks). The archmage can cast disguise self , invisibility and fly at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp,toll the dead

1st level (6 slots): detect magic, identify, mage armor*, magic missile

2nd level (5 slots): detect thoughts, mirror image, misty step,blindness/deafness

3rd level (4 slots): counterspell, fly, lightning bolt,animate dead

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

5th level (4slots): cone of cold, scrying, wall of force

6th level (2 slot): globe of invulnerability

7th level (2 slot): teleport,finger of death

8th level (1 slot): mind blank*,antimagic field

9th level (1 slot): time stop,gatepower word kill

*The archmage casts these spells on itself before combat.

Actions

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.

blood manipulation (viper): as a action you cause a source of blood to become a creature under your control such as the spell summon undead, you must be within 15 feet of the blood for it to work and must see the creature for it to still remain corporeal 

blood manipulation (puppet): as a action you manipulate the blood within a living creature within 60 feet of you, the creature must make a con save against your spell save DC doing this you can move the creature up to its speed in a direction of your choosing As well as make it take 1 action it has 

 

blood manipulation(venom): as an action you cause the blood in 1 creatures you can see within 60ft and cause them to become incapacitated for as long as you hold the blood form, you can select more targets but for each you must make a DC-18 constitution saving throw or take 1 level of exhaustion

 

 

Reactions

blood manipulation (scorpian): upon getting hit you can use your reaction to deal 2d10+8 bludgeoning damage to the creature that hit you 

Description

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.

Monster Tags: NPC

Habitat: Urban

chrizboy

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