Medium Humanoid (Human, Wizard), Lawful Neutral
Armor Class 19 (Robe of the Magi, 22 with mage armor)
Hit Points 150 (20d6 + 60)
Speed 30 ft., Fly 60 ft.
STR
8 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws CON +8, INT +10, WIS +10
Skills Arcana +18, History +18, Insight +6, Nature +18, Perception +6, Persuasion +6, Religion +18
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Truesight 60 feet , Passive Perception 18
Languages All
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Arcane Grimoire +3. Bonuses added already.

Robe of the Archmagi. The archmage wears this item.
Magic Resistance.
The archmage has advantage on saving throws against spells and other magical effects.

Lore Master. +5 to Initiative rolls. 

Spell Secrets. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell's formula as you cast it.

Alter Spell Formula. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can't do so again until you finish a short or long rest.

Major Arcana. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

    - An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d12 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

    - An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile. Or, if it has a radius, it is increased by 20 feet in all dimensions.

    - An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 3.

Ancient Magic. The archmage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The archmage can cast Shield and Misty Step at will and has the following spells prepared:
*The archmage casts these spells without using resources once per rest.

1st level (4 slots): detect magic, identify*, mage armor*, magic missile

2nd level (3 slots): Invisibility*, Mirror Image, Hold Person

3rd level (3 slots): Counterspell, Fly*, Pulse Wave, Dispel Magic Call Lightning, Haste*, Hypnotic Pattern

4th level (3 slots): Banishment, Fire Shield, Stoneskin, Arcane EyePolymorphIce Storm 

5th level (3 slots): Telekinesis, Scrying [R], Wall of ForceConjure ElementalHold Monster, Circle of Power, Telepathic Bond [R]

6th level (2 slots): Disintegrate, Chain LightningEyebiteScatterGuards and WardsFlesh to StoneForbiddance [R], Fizban's Platinum Shield

7th level (2 slots): Teleport, Whirlwind, Wall of IceFire StormReverse GravityMagnificent Mansion

8th level (1 slot): Earthquake, SunburstTsunamiIllusory DragonMighty FortressDominate MonsterDemiplaneMaze

9th level (1 slot): Time Stop, Meteor Swarm Shapechange, ForesightWish

Actions

Staff of Power. Melee Weapon Attack: +10 to hit, reach 5/10 ft., one target. Hit: 6 (1d8 + 2) magical bludgeoning damage + 15 (3d10) force damage from Power Strike. This item can be used as normal, and has the bonuses added already. 

Cantrips (at will): Fire Bolt, Dancing lights, mage hand, prestidigitation, Minor IllusionRay of FrostShocking GraspFrostbiteBlade Ward

Arcane Recovery (1/SR). Regain up to 12 levels worth of spells slots, max 6th level spells regained. 

Bonus Actions

Prodigious Memory. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. 

Master of Magic. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

Description

He is one of the Eight Legends from The Scouring framed by future generations as the Archsage. He is incredibly old and is a master of all forms of magic within the game.


 As one of the Eight Legends, Athos helped to drive the dragons out of Elibe during the Scouring. After this war had passed and Elibe was divided into its different territories, Athos secluded to the Nabata Desert. About 500 years before the story of The Blazing Blade took place, Athos met Nergal wandering the Nabata Desert. Their shared desire to seek truth and knowledge in the world brought them together, and they became fast friends, as well as equals in knowledge and magic.

One day, as Athos charted the desert, he discovered a sanctuary where surviving dragons of the Scouring, most of whom were Divine Dragon refugees, and men lived in peace with each other. Athos and Nergal used their magic to create a paradise for the inhabitants to the sanctuary and the two men settled there. The sanctuary then came to be known as Arcadia. Over the many years that Athos and Nergal stayed in Arcadia researching in the dragons' libraries, their paths to knowledge began to differ.

Athos wished to use the knowledge he'd acquired to expand his dragon-human paradise across Elibe, while Nergal learned how to steal another being's life force, or quintessence, and turn it into power. Starting with small animals, Nergal eventually began killing humans to gain more quintessence. Athos and the village elders tried to persuade him to stop, but by now the power he'd gained from the essence had bewitched him. To prevent Nergal from stealing the quintessence of dragons, Athos and the elders faced off against him, then tried to drive him into the desert, where he would meet his end. During this confrontation, Athos inflicted a heavy wound to Nergal's face, deforming his right eye and leaving a scar across his forehead. However, Nergal had escaped with his life and fled to Bern, gaining power slowly to avoid detection.

Monster Tags: NPCHumanSidekick

Habitat: Urban

WishfulWarlock3

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