Medium Aberration (Elf), Any Good Alignment
Armor Class 18 Natural Armor
Hit Points 170 (20d8 + 80)
Speed 30 ft., Fly 30 ft. (Hover)
STR
12 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
30 (+10)
WIS
28 (+9)
CHA
20 (+5)
Saving Throws INT +16, WIS +15, CHA +11
Skills Arcana +16, Medicine +15, Nature +16, Religion +16
Damage Resistances Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Unconscious
Senses Blindsight 120, Truesight 120, Passive Perception 25
Languages Abyssal, Celestial, Common, Draconic, Elvish, Netherese, Primordial, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Archmagic Triumvir fails a saving throw, he can choose to succeed instead.

Magic Resistance. Archmagic Triumvir has advantage on saving throws against spells and other magical effects.

Spell Mastery. Archmagic Triumvir can prepare and cast any spell from his spellbook without needing to reference it.

Wild Shape. Archmagic Triumvir can transform into a beast of CR 10 or lower using Wild Shape.

Archdruid. Archmagus Triumvir can use Wild Shape an unlimited number of times and can ignore V, S, and M components when casting in normal or wild shape forms.

Divine Domain (Life). Archmagic Triumvir has access to all features associated with the Life domain.

Arcane Tradition (Order of Scribes). Archmagic Triumvir belongs to the Order of Scribes, allowing him to manipulate written and magical knowledge. This grants the following features:
Wizardly Quill: Archmagic Triumvir can create magical scrolls more quickly and efficiently. Each at the price of 50 gold coins of materials and a number of hours equal to the spell level, 1 for cantrips.

Awakened Spellbook: His spellbook gains sentience, granting him additional benefits in understanding and recalling spells. The Triumvir may use an action to swap a number of spell levels equal to his intelligence score from the spellbook and his prepared spells, distributing them as he chooses.

Innate Spellcasting. Archmagus Triummvir's innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Archmagus Triummvir can innately cast the following spells, requiring only somatic components:

At will: druidcraft, primal savagery, thaumaturgy, spare the dieing, fire bolt, prestidigitation.

1st level spell (5/day): Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Goodberry, Healing Word, Snare, Bless, Ceremony, Faerie Fire, Sanctuary, Shield of Faith, Sleep, Absorb Elements, Distort Value, Find Familiar, Air Bubble.

2nd level spell (5/day): Healing Spirit, Wither and Bloom, Aid, Augury, Borrowed Knowledge, Moonbeam, See Invisibility, Gift of Gab, Nystul’s Magic Aura.

3rd level spell (4/day): Plant Growth, Aura of Vitality, Beacon of Hope, Leomund’s Tiny Hut, Life Transference, Remove Curse, Clairvoyance, Counterspell, Glyph of Warding, Intellect Fortress, Magic Circle.

4th level spell (4/day): Guardian of Nature, Aura of Life, Greater Invisibility, Guardian of Faith, Banishment, Fabricate, Private Sanctum.

5th level spell (4/day): Awaken, Commune with Nature, Circle of Power, Commune, Greater Restoration, Hallow, Mislead, Scrying, Summon Celestial, Create Spelljamming Helm, Creation, Dream, Modify Memory.

6th level spell (3/day): Druid Grove, Heroes' Feast, Transport via Plants, Forbiddance, Planar Ally, Word of Recall, Contingency, Guards and Wards.

7th level spell (3/day): Mirage Arcane, Regenerate, Temple of the Gods, Simulacrum.

8th level spell (2/day): Animal Shapes, Antipathy/Sympathy, Holy Aura, Mighty Fortress.

9th level spell (2/day): True Resurrection, Wish.

Actions

Multiattack. Archmagus Triummvir can make two Eldritch Arrow attacks per action.

Eldritch Arrow. RangedWeapon Attack: +16 to hit, range 120 ft., 1 target. Hit: 21 (2d10 + 10) [force] damage.

Bonus Actions

Ethereal Shift (Recharge 5-6). As a bonus action, Archmagus Triumvir can momentarily shift into the ethereal plane until the start of his next turn. While in this state, he is immune to all damage and can move through objects and creatures as if they were difficult terrain.

Reactions

Counterspell. The Archmagus Triummvir casts counterspell at 3rd level without using a spell slot.

Legendary Actions

Achmagus Triumvir 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. Archmagic Triumvir regains spent legendary actions at the start of his turn.

  1. Cantrip. Archmagus Triumvir casts a cantrip.
  2. Starshard Burst. Archmagus Triumvir releases a burst of starshards. Each creature within 10 feet of him must make a DC 24 Dexterity saving throw, taking 15 (3d8) radiant damage on a failed save, or half as much damage on a successful one.
  3. Ethereal Shift. The Archmagus Triumvir moves up to its fly speed without provoking opportunity attacks.
  4. Spell (Costs 2 Actions). Archmagus Triumvir casts a spell from his innate spellcasting list.
Mythic Actions

Immortal Resilience. When Archmagic Triumvir is reduced to 0 hit points, roll a d10. On a result of 1-9, he returns to life after X days, where X is the result on the d10 roll. On a roll of 10, he returns to life immediately.

Description

Enter a general description for your monster here.

The Archmagus Triumvir stands as a mesmerizing fusion of wisdom and arcane might. His form, though once distinct individuals, has become an ethereal blend of the three friends who created him. With eyes that shimmer like starlight and long, flowing black hair, his presence exudes an ageless and otherworldly aura.

Standing at a height of 7 feet and 9 inches, the Archmagus possesses a pale complexion that hints at his connection to both celestial and arcane forces. Weighing 168 pounds, he moves with a grace befitting his elven heritage.

His attire reflects a blend of druidic, wizardly, and clerical influences, adorned with symbols representing nature, knowledge, and divine domains. A serene, yet powerful presence surrounds him, embodying the union of the three individuals who sacrificed their forms to create the floating citadel known as Arcane Peak.

Lair and Lair Actions

The lair of Archmagus Triumvir, known as the Arcane Peak, is a floating island suspended in the sky. Arcane Peak, as it is colloquially named, defies gravity as a testament to the combined magical prowess of its creators. The island is shrouded in an ethereal mist, concealing its exact location from all but those who have been granted access.

Lair Actions

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

  • Aura of Concealment: The entire island is enchanted with a powerful aura that makes it nearly impossible to detect. Divination spells struggle to pierce through this magical concealment, ensuring the island remains hidden from prying eyes.
  • Guardians of the Arcane: Arcane constructs and magical guardians patrol the skies around the Astral Citadel. These guardians are invisible to the naked eye and act as both sentinels and protectors, responding swiftly to any potential threats.
  • Warding Runes: The very stones of the island are inscribed with intricate warding runes. These runes serve as a deterrent against unwanted intruders, causing disorientation and confusion to those attempting to breach the magical defenses.
  • Spelljammer Resonance: The island itself is a spelljamming vessel capable of traversing the Astral Sea. It requires no sails, relying on the combined magical abilities of the Archmagus Triumvir to move effortlessly through the vast expanse of the astral plane.
  • Astral Nexus: At the heart of the island lies an Astral Nexus, a focal point of magical energy. This nexus enhances the magical abilities of the Archmagus and serves as a conduit for tapping into the raw magical energies of the Astral Sea.

Regional Effects

The citadel Arcane Peak exerts its influence over the region, shaping reality itself.

  • Ephemeral Aura. Creatures within 30 miles of the Arcane Peak have advantage on intelligence arcana checks.
  • Chaotic Morphology: Flora and fauna within 20 miles of the Astral Citadel exhibit magical mutations, ranging from altered appearances to new, unpredictable abilities.
  • Starlit Skies. The night sky above the Arcane Peak induces a sense of wonder and calm. Creatures within 10 miles gain advantage on saving throws against fear effects.

If the Arcane Peak leaves the area, these effects fade over the course of 1d10 days.

Monster Tags: abberationelf

Scale15973