Spellcasting. The Archvile is a spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +2 to hit with spell attacks). The mage has the following cleric spells prepared:
The mage has the following warlock spells prepared:
(7 slots): hellish rebuke, Healing Word, Animate dead, Create Undead, Toll the Dead, Conjure Barrage.
(5 slots): Summon Undead, Summon Fiend, hold person, shatter, darkness, Misty Step.
(3 slots): Counterspell, Hunger of Hadar, Summon Greater Demon, Toll the Dead, Blade of Disaster.
Ethereal Sight. The Archvile can see 60 ft into the Ethereal Plane when it is on the Material Plane and vice versa.
Freedom of Movement. The Archvile ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Nimble Escape. The monster can take the Dash, Disengage or Hide action as a bonus action on each of its turns.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage . If the target is a creature other than a fiend, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Etherealness (Recharge 10). The Archvile magically enters the Ethereal Plane from the Material Plane, or vice versa.
Fire Divination. Ranged Spell Attack: +10 to hit, range 120ft., one target. Hit: 16 (5d6) fire damage.
Nightmare Haunting (1/Day). While on the Ethereal Plane, the Archvile magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in hell. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Fire Divination. Ranged Spell Attack: +10 to hit, range 120ft., one target. Hit: 16 (5d6) fire damage.
Etherealness (Recharge 10). The Archvile magically enters the Ethereal Plane from the Material Plane, or vice versa.
Blessing Of Davoth.(3 Actions) The Archvile Raises its hands and begins to channel Argent Energy. every dead ally of the Archvile of its choice within 30ft. is chosen to be revived, the archvile must succeed an arcana check DC 5 + the number of Allies it chooses to revive. On a success, every chosen ally is revived at half its maximum Hit Points.
Cast a Spell (Costs 2 Actions). The Archvile casts a spell from its list of prepared spells, using a spell slot as normal.
Vile Curse. The Archvile targets one creature it can see within 30 feet of it. The target must succeed on a DC 10 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
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