Medium unknown (Wizard), Lawful Evil
Armor Class 18 Mage Armor
Hit Points 180 (18d6 + 112)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws INT +11, WIS +9
Skills Arcana +15, History +15
Damage Resistances Necrotic
Condition Immunities Charmed, Frightened
Senses Unknown DREAMSIGHT Description: Malachar possesses an innate ability to perceive the dreams of those around him, granting him unparalleled insight into the subconscious thoughts and desires of others. Effect: Malachar can see into the dreams of creatures within 60, Passive Perception 13
Languages Common, Draconic, Elvish
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Dreamwalker Abilities:

  • Dreamwalking: Malachar can enter and manipulate the dreams of creatures he is aware of within 30 feet of him. He can communicate with the dreamer, shape the dream, and extract information.
  • Nightmare Induction: Once per short rest, Malachar can inflict a target within 60 feet with a terrifying nightmare, causing them to take 8d10 psychic damage and become frightened for 1 minute (Wisdom saving throw DC 19 negates the fear effect, half damage on a successful save).
  • Dream Projection: Malachar can project himself into the dreamscape, allowing him to physically manifest within dreams and interact with dreamers as if he were present.
  • Dreamwalker's Defense: Malachar is immune to being charmed or frightened while he is within the dreamscape.

Archmage Malachar is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Message
  • 1st level (4 slots): Shield, Sleep, Charm Person, Feather Fall
  • 2nd level (3 slots): Invisibility, Mirror Image, Misty Step
  • 3rd level (3 slots): Clairvoyance, Hypnotic Pattern, Sending
  • 4th level (3 slots): Greater Invisibility, Phantasmal Killer, Dimension Door
  • 5th level (3 slots): Dream, Modify Memory, Teleportation Circle
  • 6th level (2 slots): Eyebite, True Seeing
  • 7th level (2 slots): Etherealness, Plane Shift
  • 8th level (1 slot): Dominate Monster
  • 9th level (1 slot): Weird

Actions
  • Quarterstaff: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  • Sleep (3/Day): Malachar casts Sleep at 5th level (5d8) to put creatures within a 20-foot radius into a magical slumber (starting with the creature that has the lowest current hit points).
  • Hold Person (At Will): Malachar casts Hold Person without expending a spell slot.
Bonus Actions
  1. Nightmare Whispers:

    • Description: Malachar whispers dark and unsettling words into the minds of nearby enemies, causing them to experience vivid and terrifying nightmares.
    • Effect: Each creature of Malachar's choice within 30 feet must make a Wisdom saving throw (DC 19) or become frightened until the end of their next turn.
  2. Dream Projection:

    • Description: Malachar
    • Effect: Malachar can move up to his speed without provoking opportunity attacks. During this movement, he can pass through other creatures and objects as if they were difficult terrain.
  3. Distorted Reality:

    • Description: Malachar manipulates the fabric of reality around him, creating subtle illusions to confuse his enemies.
    • Effect: Malachar selects a creature within 60 feet and distorts its perception of reality. The target must succeed on a Wisdom saving throw (DC 19) or suffer disadvantage on its next attack roll or ability check.
  4. Nightmare Shield:

    • Description: Malachar conjures a protective barrier of shifting nightmares, deflecting incoming attacks.
    • Effect: Malachar gains temporary hit points equal to his level (16) plus his Intelligence modifier (5) as a spectral shield of nightmares swirls around him. These temporary hit points last until the start of his next turn.
  5. Echoing Whispers:

    • Description: Malachar amplifies the sounds of whispered voices in his vicinity, causing confusion and distraction among his foes.
    • Effect: Malachar selects a point within 60 feet. Until the start of his next turn, any creature that starts its turn within 10 feet of that point must make a Wisdom saving throw (DC 19) or suffer disadvantage on attack rolls until the start of its next turn.
Reactions

Counterspell: Malachar counters a spell of 4th level or lower cast within 60 feet of him. If the spell is 5th level or higher, Malachar makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails

Shield: When Malachar is targeted by an attack or targeted by a magic missile spell, he can use his reaction to cast the shield spell, granting him a +5 bonus to his AC until the start of his next turn, potentially causing the attack to miss.

Blink of Shadows: When Malachar is hit with a melee attack, he instinctively taps into the shadows around him, momentarily phasing out of existence and reappearing in a nearby shadowy area within 60 feet. The attacking blow passes harmlessly through the space where Malachar once was.

Legendary Actions

Legendary Resistance (3/Day):

  • Description: Malachar's mastery over the dreamscape grants him unparalleled resilience against external forces that seek to manipulate or control him.
  • Effect: If Malachar fails a saving throw, he can choose to succeed instead, negating the effects of the spell or ability that targeted him. Malachar can use this ability up to three times per day, shaking off even the most potent magical assaults with ease.

Legendary Actions (3/Turn:)

  • Cantrip: Malachar casts a cantrip.
  • Quickened Spell (Costs 2 Actions): Malachar casts a spell of 2nd level or lower as a bonus action.
  • Dreamwalker's Shift: Malachar shifts between the material world and the dreamscape, gaining advantage on his next spell attack or saving throw.
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Archmage Malachar is a figure cloaked in darkness and mystery, his piercing gaze betraying a mind honed by years of study and delving into the arcane secrets of the universe. Tall and imposing, he carries himself with an air of calculated confidence, every movement deliberate and precise.

His features are sharp and angular, framed by locks of midnight-black hair that seem to sway with an otherworldly breeze even in still air. A faint, enigmatic smile often plays upon his lips, hinting at the depths of his knowledge and the power he wields with ease.

Clad in robes of deep violet, adorned with arcane sigils that seem to shimmer and dance in the dim light, Malachar exudes an aura of authority and menace. Around him, whispers seem to follow, the echoes of secrets both ancient and forbidden.

Yet, behind the facade of aloofness and control lies a mind teeming with ambition and insatiable curiosity, driving him to push the boundaries of what is known and attain heights of power few dare to reach. In pursuit of his goals, he will stop at nothing, drawing upon his mastery of the arcane and the realm of dreams to manipulate friend and foe alike in his relentless pursuit of ultimate knowledge and dominion.

Lair and Lair Actions

The Dreamer's Sanctum: Archmage Malachar's lair is a reflection of his twisted and enigmatic nature, a place where the boundaries between the material world and the realm of dreams blur into a surreal landscape of shifting shadows and ephemeral illusions.

Ethereal Atmosphere: As visitors step into the sanctum, they are enveloped in an ethereal half-light, casting the chamber in an eerie glow that seems to emanate from no discernible source. The air itself feels charged with a sense of unreality, as if the very fabric of existence were woven from the stuff of dreams.

Shifting Terrain: The ground beneath one's feet is unsteady and ever-shifting, mirroring the restless nature of the dreamscape. Travelers may find themselves stepping upon solid ground one moment, only to sink into the depths of an illusory abyss the next.

Whispers of Dreams: Strange whispers echo throughout the chamber, the disembodied voices of long-forgotten dreams and half-remembered nightmares. These murmurs weave a haunting chorus that seems to emanate from the very walls themselves, adding to the sense of unease that pervades the sanctum.

  • Within Malachar's lair, the boundary between the material world and the dreamscape is blurred. Creatures entering the lair must make a Wisdom saving throw DC 18 or become disoriented, suffering disadvantage on attack rolls and ability checks for 1 minute.
  • Malachar can cast Dream at will within his lair, manipulating the dreams of intruders to deceive or hinder them.
  • Creatures within 60 feet of Malachar in his lair have their movement speed halved as they struggle against the shifting dreamlike terrain.

Previous Versions

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3/2/2024 9:27:41 PM
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Monster Tags: Human

Real_Fydgetti

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