Medium Humanoid (Wizard), Chaotic Neutral
Armor Class 16 With mage armor
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws INT +9, WIS +5
Senses Passive Perception 15
Languages Common, Draconic, Dwarvish, Elvish
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Akkadia has advantage on saving throws against spells and other magical effects.
Spellcasting. Akkadia is an 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Akkadia has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): arcanist’s magic aura, detect magic, disguise self, mage armor
2nd level (3 slots): blur, misty step, scorching ray, suggestion
3rd level (3 slots): hypnotic pattern, lightning bolt, major image
4th level (3 slots): greater invisibility, phantasmal killer
5th level (2 slots): cone of cold, mislead, passwall
6th level (1 slot): chain lightning, programmed illusion

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

Coordinated Casting. Akkadia can ready a spell of 1st level or higher as a bonus action on her turn. Doing so counts as casting the spell, so Akkadia can’t cast another spell on her turn, except for a cantrip with a casting time of 1 action.

Reactions

Spell Reflection (Recharges after a Long Rest). Akkadia takes no damage from a spell that hits her. Instead, the spell’s caster takes half the damage that the spell would have dealt. Akkadia must be able to see the spell’s caster in order to use this reaction.

Description

A young wizard of great renown, Akkadia “The Mirror Mage” has embarked on a globe-spanning crime spree, performing heist after theatrical heist of rare relics. Clad in colorful robes and wearing her signature domino mask, she employs her magic to beguile guards while putting on a spectacular performance.

Lair and Lair Actions

When the Domarov triplets return from a big heist, they store their latest prizes in a magnificent mansion along with the rest of their trinkets. Inside, the walls are festooned with artifacts from all periods of history, pilfered from every kingdom in the world. It would seem the triplets were collecting long before their recent crime spree.


Lair Actions
In this mansion, the triplets are on their home turf and can utilize a number of magic defenses to oust any intruder. On initiative count 20 (losing initiative ties), Akkadia can take a lair action to cause one of the following effects. She can’t use the same lair action two rounds in a row:

  • Hundreds of magic mouths appear and begin shouting. Each creature within 60 feet of a point chosen by Akkadia must make a DC 15 Constitution saving throw. On a failed save, a creature is deafened for 3 (1d6) rounds and takes 14 (4d6) thunder damage. On a successful save, a creature takes half as much damage and is not deafened.
  • Akkadia presses a hidden button, opening up a 5-foot square magical pit trap on the ground. A creature standing over the pit trap when it opens must succeed on a DC 15 Dexterity saving throw or fall into it. After falling for 1 minute, the creature is ejected from the magnificent mansion, landing prone. A creature which can scale the walls or fly can escape the pit trap normally.
  • Akkadia targets one creature she can see within 60 feet of her by manipulating the mansion’s magic defenses. A 5-foot-cube antimagic field appears, centered on the target and moving with it until initiative count 20 on the next round.

Previous Versions

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2/19/2023 5:18:20 AM
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2/19/2023 5:20:42 AM
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Monster Tags: Human

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