Medium Humanoid (Any Race), 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
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +9, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Radiant
Senses Passive Perception 12
Languages Celestial Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
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

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.

Legendary Actions

The Archbishop can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Archbishop regains spent legendary actions at the start of its turn by rolling a d6. On a 4 or higher, all legendary actions are regained. On a 3 or lower, they are not.

Burning Body. The Archbishop ignites with randiant light. Any creature that touches the Archbishop or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage. The Archbishop takes 5 (1d10) radiant damage at the start of each of its turns.

Psychic Torrent (Costs 2 Actions). The Archbishop targets a creature it can see within 120 feet and begins sending waves of psychic energy into its mind and the target must make a DC (8+Int+Prof) Intelligence check. On a failed save, the target takes 11 (2d10) psychic damage and for 1 minute is under the effects of the confusion spell. On a successful save, the target takes half damage and has disadvantage on all attack rolls and saving throws until the end of its next turn. A confused creature can make a DC (8+Int+Prof) Wisdom saving throw at the end of each of its turn, ending the effect on itself on a success.

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.

Archbishop Regulus is fully dedicated to the goddess Virginis, whom he calls the Allmother. He has built an empire through manipulation and deceit and seeks to punch a hole between realms and bring Virginis through to the Mortal Vales, breaching a centuries-long agreement and wreaking utmost order on the realm. 

Lair and Lair Actions

Archbishop Regulus is found deep beneath Faela Capital, hard at work on the arcane gate he's been building to weaken the walls between realms and bring Virginis through. His lair is the Doorchamber, an enormous cavern beneath the city, cold, pristine, and dangerous. One unique challenge of fighting the Archbishop in this location is the innocents he's captured and forced into building this arcane gate with him. Any area of effect attacks will also affect them.

On initiative count 20 (losing initiative ties), the Archbishop takes a lair action to cause one of the following effects;  the Archbishop can’t use the same effect two rounds in a row:

  • Burning radiant light erupts from a point on the ground the Archbishop can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius cylinder of light. Each creature in the cylinder’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. 
  • A tremor shakes the lair in a 60-foot radius around the Archbishop. Each creature other than the Archbishop on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. 
  • Noxious gases form a cloud in a 20-foot-radius sphere centered on a point the Archbishop can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be frightened until the end of its turn. While frightened in this way, a creature cannot move towards the Archbishop and must use it's action to either run further away or attack the nearest creature to it.

 

Monster Tags: NPC

Habitat: Urban

Flockey15

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