Medium Humanoid (Any Race, Half-Elf), Lawful Evil
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
22 (+6)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +11, WIS +8
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 13
Languages Undercommon, Common, Elvish, Dwarvish, Draconic, Primordial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): green-flame blade, light, mage hand, prestidigitation, shocking grasp

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

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (3 slots): counterspell, fly, lightning bolt, tiny servant

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

5th level (3 slots): steel wind strike, scrying, wall of force

6th level (1 slot): globe of invulnerability, tenser's transformation

7th level (1 slot): teleport, simulacrum

8th level (1 slot): demiplane

9th level (1 slot): time stop, blade of disaster

*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.

Bonus Actions

2nd level (3 slots): misty step

Reactions

1st level: shield

3rd level (3 slots): counterspell

Legendary Actions

Arcane Recovery (1/Day). When he finishes a short rest, Gorstag recovers all his spell slots of 5th level and lower.

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

Legendary Action: Gorgstag has figured out a way to attune to as many Ioun Stones as he wants as long as he is attuned to only Ioun Stones. He has all these spheres orbiting him constantly powering him up as long as they are not taken from him or destroyed. (Explained in Ioun Stone description) 

 

Description

Archmages are powerful spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue all the ioun stones for ultimate power. 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.

Gorgstag is obsessed with power and with the Ioun Stones he's in constant search of more stones. As it is he currently has 6 stones in his possession and is in search of fabled stones that give immortality and godlike powers.

Stones currently in possession: 1) Absorbtion/Can automatically absorb spell up to a max of 20 levels before the stone no longer works 2) Intellect/Gives a +2 to intelligence (Already added to stats)3) Leadership/Gives a +2 to charisma (Already added to stats) 4) Awareness/Gives immunity to the surprised condition 5) Mastery/Gives a + 1 Bonus to all proficiencies 6) Sustenance/Gives the user a sustaining life force (No longer needs food or water)

Lair and Lair Actions

Lair: Magicians Tower, on a demi plane created by the archimage himself.

Lair Actions: 1 Action can happen on Initiative count 20. The mage has tiny servants that are helping him accomplish his lair actions the party can disable his lair actions by destroying his tiny servants. (Could be 1 tiny servant or several)

1) The Towers gravity is reversed until the next round, then it switches back. Fall damage applies as normal.

2) The Towers outer floor Rotates in a circle 180 degrees. 

3) The Tower goes dark with magical darkness. Only true seeing and blindsight can see through this, dispels magical light of 3rd level or lower

Monster Tags: NPC

Habitat: Urban

Gotlewy50

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