Large Humanoid (Any Race, Demon), Any Alignment
Armor Class 17 (15 with mage armor)
Hit Points 799 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
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 12
Languages Abyssal, Celestial, Common Any six languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
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): fire bolt, light, mage hand, prestidigitation, shocking grasp

Copy Master. Capable to spawning two solid copies with every skill the host has; but half of the health pool. These copies only disappear when dealt over 12 damage in one attack; when their health pool is drained; or when the host is defeated. This action requires all movement; action and bonus actions.

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

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

3rd level (3 slots): 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 (1 slot): globe of invulnerability

7th level (1 slot): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*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

Giant Swing. Apheera uses its staff to sweep the immediate area with a +5 to hit and 2d6+2 of damage.

Reactions

Absolute Defense. After taking over 10 damage; this unit can cast a formidable energy shield with an AC of 20. The shield lasts until the end of the attackers turn. It takes a full combat turn to recharge the shield after use.

Description

Apheera of Kal is an aspiring lich-lord who still retains some semblance of humanity. Their name in history is one of good deed; but the form that appears from the rift is a twisted interpretation of Apheera's history. Eyes blackened from continuous exposure to void energy; this mage has no bounds for its thirst for power.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2023 9:22:18 PM
4
1
1
Coming Soon

Monster Tags: NPCabberation

Habitat: UnderdarkUrban

Gunz0

Comments

Posts Quoted:
Reply
Clear All Quotes