Detect Life. Ace can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact location.
Regeneration. Ace regains 10 hit points at the start of its turn if it has at least 1 hit point.
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. Ace is an 17th-level spellcaster. Its spellcasting ability is Charisma (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, 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 invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.
Multiattack: Ace can make multiple times. Either twice with the Quarterstaff or three times with the Katar.
Katar. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Quarterstaff.
One Handed Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) Bludgeoning damage.
Two Handed Melee Attack +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) Bludgeoning damage.
Consume Life. Ace can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 6 Constitution saving throw against this magic or take 2 death Saves. If the target dies, Ace regains (6d6) hit points.
Parry. Ace adds her Proficiency Bonus to its AC against one melee attack that would hit it. To do so, the Ace must see the attacker and be wielding a melee weapon.
Deflect Missiles. Ace can deflect or catch the missile when hit by a ranged weapon attack. The damage from the attack is reduced by 1d12 + 7. If the reduced damage is 0, she can catch the missile if it is small enough to hold in one hand. She can make a ranged attack with a range of 20/60 using the missile just caught, as part of the same reaction with proficiency.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Create Fog (Costs 1 Action). Ace dissapears into a selfeminating thick fog originating from herself in a 15 foot radius lasting 2 turns. The radius increases with every active cast. All tiles within this area is counted a difficult terrain, and all creatures within cannot see further than 5 feet. Ace can see through the fog.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Ace must make a DC 17 Constitution saving throw against this magic, taking (5d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Ace is an aasimar monk/sorcerer who has lived for a few a hundred years. She wears worn, faded orange and red monk robes, repaired many times over the years. A brooch displaying the Anathema symbol (General Zal wielding a spear) fastens her attire.
She carries a satchel, a katar, and a quarterstaff. Her fiery ginger hair contrasts with her tired, sunken eyes. She possesses a striking beauty, but it can shift into something ugly and witch-like when she is agitated.
Lair and Lair Actions
When fighting inside the Deadlock, Ace can invoke her fog magic to take lair actions. On initiative count 20 (losing initiative ties), Ace takes a lair action to cause one of the following effects:
Fog Corruption: If the target(s) are below 15 hitpoints within the fog, they must succeed on a DC17 Constitiution Saving Throw to resist its magic. On a fail the target(s) are consumed by the fog and must do everything on their turn to aid Ace while experiencing extreme melancholy and anger. This could be healing her, fighting her targets, or anything the DM deems appropriate. The consumed creature can reroll the saving throw to dispell the fog on their turn or when damaged by other sources.
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