Medium Humanoid, Any Non-Chaotic Alignment
Armor Class 12 (15 with mage armor)
Hit Points 35 (3d8 + 18)
Speed 30 ft., Climb 35 ft.
STR
10 (+0)
DEX
20 (+5)
CON
12 (+1)
INT
18 (+4)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws INT +6, WIS +6
Skills Arcana +13, History +13, Stealth +15
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Condition Immunities Incapacitated
Senses Darkvision, Passive Perception 12
Languages Any six languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +4 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (5 slots): detect magic, identify, mage armor, magic missile

2nd level (3 slots): detect thoughts, mirror image, misty step

3rd level (2 slots): counterspell, fly, lightning bolt

 

 

Actions

Scratch. Melee Weapon attack: +6 to hit, reach 5 ft, one target. Hit: 4 (1d4 + 2) Slashing damage.

Description

These are cats that have been blessed with power from the gods, to be protectors of the realm of insanity. they guard the gateways, and are worshipped by cats that wish to be powerful. They bless there followers as the gods blessed them, giving there followers some human-like abilities, as well and improving there natural powers. but a side effect of this is is they seem to be impossible to be invisible, but can be so stealthy that it can seem like they are.

HoldenTheGreat

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