Medium Humanoid (Any Race), Neutral Good
Armor Class 22 Cloak of myth
Hit Points 727 (20d12 + 600)
Speed 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +19, WIS +19
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 22
Languages Any six languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits
 

Planeswalk. when you drop to 0 hit points you can make a Charisma saving throw with a DC equal to the damage taken. On a successful save, the character instead takes no damage and planeswalks way

Innate Spellcasting. Urza's spellcasting ability is intelligents (spell save DC 25). He can innately cast the following spells, requiring no material components.

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 invunrablity

7th level (1 slot): teleport

8th level (1 slot): mind blank

9th level (1 slot): time stop

10th level (1 slot): greatest wish

*The archmage casts these spells on itself before combat.

Actions

Staff of the Magi. This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attacks and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.


The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: counjur elements (7 charges), despell magic (3 charges), fireball a(7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from good and evil.

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 dexterity  saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from origin — Damage:

10 ft. away or closer — 8 x the number of charges in the staff

11 to 20 ft. away — 6 x the number of charges in the staff

21 to 30 ft. away — 4 x the number of charges in the staff

Legendary Actions

Indistructable Barrier. (3/day) While barrier is up you are immune to weapons, spells, and items including damage. This barrier last untill despelled.

Master attunement. (1/day) gain control and attunement of all artifacts even if a creature or character controls owns it within a 60ft radius. This last for 24 hours or until incompacitaed.

Summon Construct. (3/days) at the start of your turn you can summon a construct with challenge ratting of 15, or once per day summon Karn Sion of Urza.

Description

Urza was a planeswalker originating from Terisiare on Dominaria. He and his friend  Gerrard used the mightstone and the weakstone to turn his artifact creation Karn the silver golem into Karn the Sion of Urza. Urza also created the artifact ship weatherlight, a time machine, and 9 pilotable constructs known as the Titan engines.

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2019 8:52:43 PM
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Coming Soon

Monster Tags: NPC

Habitat: Urban

AtreyuBastion

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