Anti-Electric Spear Armor. The armor has a special defense against a Electric Spear, making the Guard immune to it.
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Magic Resistance. (3/day) If Klopede fails a saving throw, he chooses to succed instead.
Undead Thralls. When Klopede cast Animate Dead, he can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Whenever he create an undead using a necromancy spell, it has additional benefits:
- The creature's hit point maximum is increased by 20
- The creature adds a bonus of 6 to its weapon damage rolls.
Spellcasting. The archmage is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 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): Thaumaturgy, light, mage hand, prestidigitation, shocking grasp
Spell (at will): shield, blindness/deafness
1st level (4 slots): detect magic, identify, mage armor*, ray of sickness
2nd level (3 slots): magic weapon, mirror image, misty step
3rd level (3 slots): counterspell, vampiric touch, animate dead
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): negative energy flood, scrying, wall of force
6th level (2 slot): create undead, magic jar, soul cage**
7th level (2 slot): finger of death
8th level (1 slot): clone
9th level (1 slot): time stop
*Klopede casts these spells on itself before combat.
**Klopede casts this spell if someone dies
Electric Spear. The targets makes a DC 17 Consitution Saving Throw or is paralyzed for the next hour. On a succesful save the target only takes 18(4d8) lightning damage.
Klopede has 3 Legendary Action.
Spell (2 Actions). Klopede cast a spell.
Cantrip. Klopede cast a cantrip
Magic Jar (Only while the spell Magic Jar is active). Klopede can use a Magic Jar Action
Command Undead (3 Actions). As an action, Klopede can choose one undead that he can see within 60 feet of him. That creature must make a Charisma saving throw against DC 18. If it succeeds, he can't use this feature on it again. If it fails, it becomes friendly to him and obeys his commands.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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