Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage 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 (1 slot): globe of invulnerability
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.
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.
Description
Archmage Vendar was a powerful and evil archmage who found himself on the wrong side of a more powerful spellcaster. He is intelligent and wise enough to act independently, aligned with the last directives of his master.
Vendar is under the control of the DM. He acts on his creator's turn, if present. If not, he rolls initiative with his creator's bonus.
As with any simulacrum, Vendar cannot grow or become more powerful, and requires an alchemical lab to recover hitpoints, and each hitpoint recovered consumes 500gp worth of ingredients.
Additionally, Vendar cannot attune to items, but can use new items that do not require attunement.
Comments