Medium Or Small Humanoid (Gnome), Chaotic Good
Armor Class 15
Hit Points 90 (15d8 + 28)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +6, CHA +9
Skills Acrobatics +7, Deception +15, Insight +11, Intimidation +10, Performance +10, Persuasion +10, Stealth +6
Damage Resistances Psychic
Senses Passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish, Giant, Gnomish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/day). The Archmage can choose to succeed a saving throw that she failed.

Greater Mark of Scribing. The Archmage can cast sending at will. She has proficiency in all Charisma skills.

Spellcasting. The Archmage is a 15-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Archmage has following Bard spells prepared:

Cantrips (at will): fire bolt, minor illusionprestidigitationvicious mockery
1st level (4 slots): commandcomprehend languagessilvery barbshealing word
2nd level (3 slots): hold personmagic mouthvortex warp
3rd level (3 slots): counterspellslow
4th level (3 slots): phantasmal killer, raulothim's psychic lance
5th level (2 slots): dominate personmodify memory
6th level (1 slots): mass suggestion
7th level (1 slots): power word pain
8th level (1 slots): abi-dalzim's horrid wilting

Actions

Dragontooth. A jagged dagger with a dragontooth hilt stolen from the Dragons of Argonnessen by the first dragonmarked of House Sivis and passed down to the archmage. This legendary dagger is a magical item with 5 charges. It regains 1d4+1 charges at dawn. The Archmage can use her action to make one attack with the dagger using her spellcasting modifier.

Dagger. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) piercing damage plus an additional 7 (2d6) psychic damage. The Archmage can spend 1 charge to force the creature to make a DC 14 Wisdom saving throw as their vision becomes filled by the galaxies of the great Draconic Prophecy. On a failed save, the creature is frightened of the Archmage for 1 minute. The frightened creature can make saves at the end of its turn to end the condition.

Bonus Actions

Words of Power (5/short rest). The Archmage has great power is the words she uses. She can use them to both help her allies and hinder her enemies. As a bonus action, she can choose to taunt a creature, causing them to subtract 1d12 from their next roll, or she can inspire a creature allowing them to add 1d12 to a roll that they make in the next minute.

Beauty and Grace. As a bonus action, the Archmage can assume a magically majestic presence for 1 minute or until she is incapacitated. For the duration, whenever any creature tries to attack her with a weapon for the first time on a turn, the attacker must make a Charisma saving throw against her spell save DC. On a failed save, it can't attack her on this turn, and it must choose a new target for its attack or the attack is wasted.

KobyJames

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