Medium Humanoid, Neutral Evil
Armor Class 14 (17 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws INT +9, WIS +8
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Abyssal, Common, Draconic, Elvish, Grung, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Improved Minor illusion. When Zagmira casts minor illusion, she can create both a sound and an image with a single casting of the spell.

Malleable Illusion. When Zagmira casts an illusion spell that has a duration of 1 minute or longer, she can use her action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that she can see the illusion.

Illusory Self. Zagmira can create an illusory duplicate of herself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against her, she can use her reaction to interpose the illusory duplicate between the attacker and herself. The attack automatically misses her, then the illusion dissipates.

Once she uses this feature, she can’t use it again until she finishes a short or long rest.

Illusory Reality. Zagmira has learned the secret of weaving shadow magic into her illusions to give them a semi-reality. When she casts an illusion spell of 1st level or higher, she can choose one inanimate, nonmagical object that is part of the illusion and make that object real. She can do this on her turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, she can create an illusion of a bridge over a chasm and then make it real long enough for her allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

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, minor illusion

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, phantasmal force, [Tooltip Not Found] 

4th level (3 slots): banishment, fire shield, stoneskin*

5th level (3 slots): cone of cold, greater invisibility, wall of force

6th level (1 slot): globe of invulnerability

7th level (1 slot): crown of stars

8th level (1 slot): mind blank*

9th level (1 slot): power word kill

*The archmage casts these spells on itself before combat.

Actions

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

Zagmira is a powerful spellcaster dedicated to the study of the arcane arts. 

She appears just eighteen years old, yet one half of her face is wizened and old. This effect is a holdover from a terrible ritual she performed to inhabit the body of her own granddaughter. She carries a spellbook which contain all her prepared spells.

Zagmira has seen the entrance to the Tomb of the Nine Gods in Omu (Chult) and believes the Soulmonger is held within. She is travelling separately to find the puzzle cubes needed to unlock the tomb of the nine gods. 

Monster Tags: NPC

Habitat: Urban

Zed_Glass

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