Legendary Resistance (3/Day). If Blackwood fails a saving throw, he can choose to succeed instead.
Special Equipment. Blackwood wears a robe of the archmagi that grants him an AC of 15 + Dex modifier, gives him advantage on all saving throws against spells and other magical effects, and grants him a +2 bonus to his spell attack rolls and spell save DC.
Spellcasting. Blackwood is an 18th-level wizard. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). He can cast shield and mirror image at will and has the following wizard spells prepared:
Cantrips (at will): prestidigitation, mage hand, mending (as an action), shape water, ray of frost, encode thoughts, light
1st level (4 slots): magic missile, fog cloud, find familiar*, witch bolt, silvery barbs
2nd level (3 slots): enlarge/reduce, crown of madness, hold person
3rd level (3 slots): counterspell, dispel magic, slow
4th level (3 slots): resilient sphere, sickening radiance, maximillian’s earthen grasp
5th level (3 slots): bigby’s hand, creation (as an action), wall of force
6th level (1 slot): globe of invulnerability, mental prison
7th level (1 slot): delayed blast fireball, forcecage
8th level (1 slot): feeblemind
9th level (1 slot): invulnerability
Pact Magic. Blackwood is a 2nd level warlock. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks).
Cantrips (at will): eldritch blast, toll the dead, mind sliver
1st level (2 slots): command, hellish rebuke
Multiattack. Blackwood makes two Spatial Blade attacks. He can replace one of these attacks with a use of his Spellcasting feature.
Spatial Blade. Melee or Ranged Spell Attack: +13 to hit (the target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 19 (3d8 + 5) force damage, or 25 (5d8 + 5) force damage if he is Large or larger, and he can push the target horizontally up to 10 feet away.
Dilation (Recharge 5–6). Blackwood magically alters his physical form until he uses this bonus action again, until he is incapacitated or dies, or until he dismisses the effect (no action required). Choose one of the following options:
Expand. Blackwood becomes Large if there is sufficient room for him to grow. He has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. Blackwood becomes Small. His walking speed increases to 60 feet, attack rolls against him have disadvantage, and he has advantage on ability checks and saving throws that rely on Dexterity.
Vortex Calculus (Recharge 3–6). Blackwood teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 60 feet of himself. Immediately after he teleports, each creature within 20 feet of the space he left must make a DC 21 Constitution saving throw. On a failed save, a creature takes 7 (2d6) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn’t moved.
Bishop Blackwood 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. Blackwood regains spent legendary actions at the start of his turn.
Vector Shift. Blackwood teleports one creature he can see within 60 feet of himself, along with any equipment it is wearing or carrying, to an unoccupied space within 30 feet of himself. An unwilling target must succeed on a DC 21 Charisma saving throw to avoid the effect.
Spellcasting (Costs 2 Actions). Blackwood casts a spell using his Spellcasting feature.
Psychic Scream (Costs 3 Actions). Blackwood uses his Pact of Torture. He takes 28 (7d6) psychic damage and casts the spell Psychic Scream. He can only use this legendary action once per long rest.
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