Mask of Enmity. All Anti Archs wear white masks that fit into their armour that hold powerful abilities tied to the ancient materials used to create them. these masks allow the wearer to resist spells and other magic probity's along with being able to block out any guilt or compassion for their prey, all Anti Archs agree with this as all spell casters must be destroyed to make a better future. While wearing this mask Anti Archs have the effects that require the mask.
Finally someone who wears the mask who has not been initiated into the Anti Archs takes 8d6 psychic damage and must make a dc 18 con save or be under the effects of feeble mind for 1d4 hours along with not gaining any of the abilities
Magic resistance(Mask Required). Magic resistance lets a creature roll for spell saving throws at advantage.
Martially trained. All Anti Archs have spent years learning how to beast use weapons within combat allowing them to be real threats within combat. Anti Archs are able to make an attack a critical hit on a 19-20 on an attack role.
Mind of Steel(Mask required). while wearing this mask the Anti Archs minds fortified is elevated giving them their condition immunities. if the mask is removed or destroyed the Anti Arch still has resistance to being frightened or charmed.
Multiattack. the Anti Arch can make 3 attacks with there longsword or 2 with the Double Bolter.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) [slashing] damage or (1d10 + 5) [slashing] damage if used with two hands..
Double bolter. RangedWeapon Attack: +7 to hit, range 20/70 ft., 1 target. Hit: 11 (2d8 + 3) [piercing] damage.
Folly of the Arcane. When a spell caster casts a spell within 5ft of the Anti Arch not necessarily targeting the Anti allows them to make a single melee attack against the caster. if it hits the caster must make a Concentration check or the spell fails and the slot is wasted.
Counterspell(Mask needed). the mask all Anti Archs wear allows them to cast Counterspell at will.
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