Medium Humanoid (Elf), Lawful Neutral
Armor Class 17 psychic defense
Hit Points 112 (15d8 + 45)
Speed 35 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +8, INT +8, WIS +9
Skills Arcana +13, History +8, Perception +9, Religion +8
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages All telepathy 120 ft. All, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Arcane Sense. The Archimandrite can cast detect magic at will, with an increased range of 120 ft

Innate Spellcasting.  The Archimandrite’s innate spellcasting ability is Wisdom (spell save DC 17). He can innately cast the following spells, requiring no material components:

At will: clairvoyance, detect thoughts, see invisibility, jump, [Tooltip Not Found]

3/day each: dimension door, telekinesis, dispel magic, resilient sphere

1/day each: globe of invulnerability, creation

Magic Resistance. The Archimandrite has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Archimandrite’s weapon attacks are magical.

Psychic Defense. While the Archimandrite is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Spellcasting. The Archimandrite is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Archimandrite has the following spells prepared:

Cantrips (at will): light, mage hand (invisible), prestidigitation, [Tooltip Not Found] (deals radiant damage)

1st level (4 slots): shield, floating disk, command, magic missile

2nd level (3 slots): hold person, invisibility, mirror image, misty step

3rd level (3 slots): counterspell, lightning bolt (deals radiant damage), slow

4th level (3 slots): banishment, freedom of movement

5th level (2 slots): arcane hand, hold monster

6th level (1 slot): chain lightning (deals radiant damage)

7th level (1 slot): reverse gravity

8th level (1 slot): power word stun

Actions

Multiattack. The Archimandrite makes two unarmed strikes

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage.

Reactions

Teleport (3/Day). When targeted by an attack, The Archimandrite can magically teleport, along with any equipment he is wearing or carrying, up to 60 ft. to an unoccupied space he can see. If this reaction takes place, the attack is wasted.

Description

Far elves live in isolated communities in the Astral plane. Each of these enclaves bears a name, and is overseen by a figure that goes by the title of “Archimandrite.”

An archimandrite occupies the position of religious leader, head scholar, and commander-in-chief for their community, guiding their people in all aspects of life. Though each community is largely self-sufficient, an archimandrite may communicate with peers in other enclaves, coordinating the efforts of the far elves across the planes. Only the most exceptional individuals obtain this lofty rank, and then only after centuries of unwavering dedication to the principles of their enclave.

The archimandrite of the enclave known as the Iron Chain is a paragon of this class. Untold centuries in the Astral plane have deepened his wisdom and hardened his will. He now turns the entirety of his focus to one end - claiming the Fallen Star. There is no prize more valuable to the far elves than a Fallen Star, and no end to which the Archimandrite will not go to recover it.

Previous Versions

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