Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +13, WIS +10
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Any six languages
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Gameknight193_2 fails a saving throw, it can choose to succeed instead.

 

Magic Resistance. Gameknight193_2 has advantage on saving throws against spells and other magical effects.

 

Spellcasting. Gameknight193_2 is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Gameknight193_2 can cast disguise self and invisibility at will and has the following wizard spells prepared:

 

Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp, poison spray

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

2nd level (3 slots): mirror image, misty step, detect thoughts

3rd level (3 slots): counterspell, fly, lightning bolt

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

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

6th level (2 slots): globe of invulnerability, chain lightning

7th level (2 slots): forcecage, teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*Gameknight193_2 casts these spells on itself before combat.

 

Overchannel (3/Day). When Gameknight193_2 casts a spell that deals damage, it can choose to deal maximum damage. The first use each day is free. Additional uses deal 2d12 necrotic damage per level of the spell slot used.

 

Arcane Mastery. Gameknight193_2 knows every wizard spell and can prepare any number of spells each day.

 

Arcane Recovery (1/Day). After a short rest, Gameknight193_2 can recover spell slots with a combined level of 10 (none higher than 6th level).

 

Sculpt Spells. When Gameknight193_2 casts an evocation spell that affects other creatures it can see, it can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage.

 

Improved Fate (1/Rest). When Gameknight193_2 or a creature it can see within 60 feet fails a d20 test, Gameknight193_2 can roll 2d4 and add or subtract the total from the result.

Actions

Multiattack. Gameknight193_2 makes two melee attacks with The Staff of Magic Control, or casts a spell and makes one melee attack.

 

The Staff of Magic Control. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (1d6 + 7) piercing damage.

 

Shocking Grasp (Cantrip). Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage, and the target can’t take reactions until the start of its next turn.

 

Poison Spray (Cantrip). Ranged Spell Attack: +14 to hit, range 10 ft., one target. Hit: 18 (4d12) poison damage.

Bonus Actions

Telekinetic Control. Gameknight193_2 can telekinetically attack one target within 60 feet with The Staff of Magic Control (using the same attack and damage).

Reactions

Arcane Shield. When hit by an attack, Gameknight193_2 can cast shield or absorb elements as a reaction without expending a spell slot.

Legendary Actions

Gameknight193_2 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. Gameknight193_2 regains spent legendary actions at the start of its turn.

 

Cantrip. Gameknight193_2 casts a cantrip.

Staff Strike. Gameknight193_2 makes one melee attack with The Staff of Magic Control.

Overchannel Spell (Costs 2 Actions). Gameknight193_2 casts a spell and deals maximum damage

Description

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.

Monster Tags: NPC

Habitat: Urban

Gameknight193_2

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