Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. Alvyin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +13 to hit with spell attacks). Alvyin can cast shield and alter self at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, message, ray of frost, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): scorching ray, knock, hold person
3rd level (3 slots): blink, haste, lightning bolt
4th level (3 slots): greater invisibility, fire shield, dimension door
5th level (3 slots): cone of cold, modify memory, dominate person
6th level (1 slot): mass suggestion
7th level (1 slot): teleport
8th level (1 slot): clone
9th level (1 slot): power word kill
*Alvyin casts these spells on itself before combat.
Melder. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 12 (2d10) force damage, and must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute.
Alvyin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alvyin regains spent legendary actions at the start of its turn.
Move. Alvyin moves up to its speed without provoking opportunity attacks.
Teleport(Costs 2 Actions). Alvyin magically teleports, along with any equipment it is wearing carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). Alvyin casts a spell from its list of prepared spells, using a spell slot as normal.
Description
Alvyn is a powerful and quite old spellcaster dedicated to the study of the arcane arts. Alvyin rules as the tyrant Dark King of Thieves and pursues lichdom. Alvyin typically has one or more clones with him at all times.
Lair and Lair Actions
Alvyin’s Lair
Alvyin lives in his lair/palace in the Kyanite Tower which serves as Alvyin's personal wizard tower. Alvyin hides in his archive on the top floor of the two hundred floored tower with at least two or three clones at all times.
Regional Effects
The region surrounding the Kyanite Tower is warped by the Alvyin's unnatural presence, creating any of the following effects:
- There’s a noticeable increase in greed, hate, and mesery in the region.
- Plants within 500 feet of the lair become unatually gaudy, and their stems and branches become smooth and thick.
- A creeping fog clings to the ground within 500 feet of Alvyin’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If Alvyin is destroyed, these effects end after 2d6 days.
Lair Actions
On initiative count 20 (losing initiative ties), Alvyin takes a lair action to cause one of the following effects:
- Alvyin targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked kyanite or vice versa.
- Alvyin locks/closes or unlocks/opens any doors in the Kyanite Tower. DC 20 lock.
- Alvyin summons a flameskull
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