Magic Resistance. Archemedos has advantage on saving throws against spells and other magical effects.
Spellcasting. Archemedos is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Archemedos can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (2 slots): globe of invulnerability, freezing sphere
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Multiattack. Archemedos can use two spells and one dagger action per attack turn.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Counter-Spell. Upon taking damage from a spell, Archemedos the Mad may cast a spell at the caster without consuming an action or Spell slot.
Description
Archemedos the Mad wasn't always so mad. The thousands of years he has been alive have done much to addle his once brilliant mind. Now he spends most of his days locked in his tower in Caldara City, plotting revenge on a bloodline of Gorgons that killed the first King of Caldara, Thoranzen. Who knows what he will do once they are dead. Archemedos has collected many books and magical items and artifacts over the years, though getting one from him is an entirely different story. Anyone who wants information, items or training from him must pass an Arcana Check DC15 or be ignored or taunted/joked at.
Additional Role-Playing:
Archemedos is a Lawful neutral half-Elf/half-Arcadian Fey who values his privacy. He will, however, trade information for very rare or higher quality items and artifacts. He has a vast collection of books and spells and offers training to those he likes more. Upon first meeting him, players will see an old hunched over wizard with his robes loosely tied around him. He is rude at first to players, and will only let a spellcaster into his tower. He is disinterested in even spellcasters and is constantly rambling about the accursed Gorgons and the first King. If a player takes time to listen to his story they gain the scroll "Archemedos and the Gorgons" and gain his friendship. Anyone who is considered a friend of Archemedos has a reduced DC for their Arcana checks against him, reducing it to a DC of 10 instead of the usual 15. Spellcasters that are friendly with Archemedos can get the questline "An Ancient Grudge" and can bring the rest of their party to aid them if they choose. Players that complete the "Ancient Grudge" questline can gain Archemedos as a sidekick by passing a Persuasion check DC22. If no one gains him, he can be found in random areas of Alihalia after the questline is completed by at least one player. From that point on other players can attempt the persuasion check to gain him as a sidekick if the run into him again. He will not divulge he speaks Arcadian until at least one player finishes the third part of "An Ancient Grudge" questline.
Ancient Grudge Questline:
Part One: players are teleported to the dungeon of Ythtala's Fortress where a Gorgon roars behind them at their intrusion. Players pass a Constitution Saving Throw DC13 or become frightened the first round of combat and seek a hiding spot. Those that pass the Constitution Save roll initiative. The Gorgon starts at initiative 20 and always attacks the nearest creature to it. 6 Goblins and 1 Goblin Boss aid the Gorgon on round 3. Upon killing the Gorgon each player gets 2,000exp. Archemedos will offer each player that joined a random very rare magic item (dm's discretion).
Lair and Lair Actions
Archemedos the Mad's tower is a 700ft tall tower, and Archemedos lives at the very top. The tower is separated into 7 floors 100ft above the previous, each with a central circular room that has 90ft radius from the center of the room. Most of the other rooms are either bare or storage and hold only rations and waterskins (1d20 each). A solid oak door with iron fortifications upon it stands in the way. Players that knock are met by Archemedos. Players that try to open the door without knocking must pass a Wisdom Saving throw DC15 or take 1d12 Lightning Damage as electricity sparks from the handle. If a player tries to pick the lock or dispel the magic on the door, they must pass a Wisdom Saving throw DC22 or take 2d20 Lightning damage from the magic on the door and half as much on a successful save.
Archemedos' quarters hold a vast array of bookshelves and item display cases boating various magic items lining the walls of the room. The room itself has a 200ft radius from the center of the room. Archemedos owns an enchanting table and an alchemy station for enchanting gear and brewing potions. If a player doesn't know how to enchant gear or brew potions, Archemedos will teach them how to and give them the supplies to make a common potion of healing with kingsfoil and white goosefoot; and to enchant a birch staff with a common gemstone and diamond dust.
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