Spellcasting. Arcturus is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Arcturus has the following wizard spells prepared:
Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost, Shield
1st-level (4 slots): Mage Armor, Shield, Thunderwave
2nd-level (3 slots): Misty Step, Mirror Image
3rd-level (3 slots): Counterspell, Dispel Magic
4th-level (3 slots): Dimension Door, Ice Storm
5th-level (3 slots): Teleportation Circle, Cone of Cold
6th-level (2 slots): Chain Lightning, Globe of Invulnerability
7th-level (2 slots): Teleport, Prismatic Spray
8th-level (1 slot): Maze, Power Word Stun
9th-level (1 slot): Time Stop, Meteor Swarm
Teleportation Barrier. Arcturus can use an action to create a magical barrier around him that lasts for 1 minute. The barrier provides him with half-cover and does not require concentration.
Conjurer’s Escape. Arcturus can use his reaction to teleport up to 60 feet away when targeted by an attack or spell. This feature recharges after a short or long rest.
Teleportation Mastery. Arcturus can cast the teleport spell at will, without expending a spell slot.
Legendary Resistance (3/Day). If Arcturus fails a saving throw, he can choose to succeed instead.
Legendary Actions. Arcturus 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. Arcturus regains spent legendary actions at the start of his turn.
1. Arcane Push. Arcturus casts a quick arcane bolt at a creature within 60 feet that it can and is not covered by an obstruction or another creature. Make a ranged spell attack (+14 to hit) against the target. On a hit, the target takes 2d10 force damage. The creature must also make a Strength saving throw DC 22, on a failure the creature is pushed 10 feet straight back. If another creature or obstruction is within those 10 feet the creature targeted stops and takes 1d6 bludgeoning damage. The creature who is in the way of the targeted creature also receives 1d6 bludgeoning damage.
2. Teleport Monster (Costs 2 Actions). Arcturus targets a creature within 60 feet that is any size, teleporting both himself and the dragon to a location of his choice up 10 miles. Must hold concentration for 3 rounds.
3. Barrier Shift. Arcturus moves his magical barrier to a new location within 30 feet.
Description
Mind Sharpener (4 charges).Whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead, expending 1 charge.
Lair and Lair Actions
Lair Actions: Arcturus’s Sanctum
Besides Arcturus’s Sanctum, the Arcane Orbs surrounding Arcturus will create a lair in any location of his choosing. Destroying one orb will remove these lair actions. The orb has an AC of 15 and 10 HP.
On initiative count 20 (losing initiative ties), Arcturus takes a lair action to cause one of the following effects:
1. Arcane Echoes: Arcturus creates illusory duplicates of himself. Until the start of his next turn, these duplicates move and mimic his actions, confusing attackers. Each duplicate has AC 10 and shares Arcturus’s hit points but is destroyed if it takes any damage.
2. Spatial Distortion: Arcturus bends the fabric of space within his sanctum. Each creature in the lair must succeed on a DC 18 Intelligence saving throw or be affected by the confusion spell until the start of Arcturus’s next turn.
3. Arcane Surge: Arcturus taps into the latent magical energy of his sanctum. A wave of arcane energy pulses through the lair. Each creature of Arcturus’s choice within 60 feet of him takes 2d6 force damage and must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
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