Medium or Small Undead (Wizard), Chaotic Evil
AC 18 Mage Armor    Initiative +7 (17)
HP 225 (31d8 + 31)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 16 +3 +3
CON 16 +3 +8
Mod Save
INT 20 +5 +10
WIS 14 +2 +7
CHA 18 +4 +4
Skills Arcana +13, History +9, Perception +6
Resistances Bludgeoning and Piercing from nonmagical attacks; Bludgeoning and Slashing from nonmagical attacks, Cold, Force, Necrotic
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Gear Wand
Senses Passive Perception 16
Languages Abyssal, Common, Dwarvish, Giant, Undercommon
CR 15 (XP 13,000; PB +5)
Traits

Undead Nature. Kessel doesn’t need to eat, drink, or sleep.

Rejuvenation (Twisted). If destroyed, Kessel reforms in 1d10 days within the Ossuary unless the Crystal Shard fragment is sanctified with powerful divine magic.

Actions

Multiattack. The archmage makes four Arcane Burst attacks.

Ray of Frostfire. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Cold and Necrotic damage.

Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At Will: Chill Touch, Ray of Frost, Minor Illusion, Mage Hand, Mage Armor (included in AC)
4/Day Each: Magic Missile, Shield, Counterspell, Fireball, Dispel Magic
3/Day Each: Wall of Ice, Cone of Cold, Wall of Force, Dominate Person
2/Day Each: Globe of Invulnerability, Disintegrate, Finger of Death, Plane Shift
1/Day Each: Maze, Power Word Kill

Bonus Actions

Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Legendary Actions

Kessel 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.

  • Kessel casts a cantrip.
  • Ray of Frostfire. Kessel makes one Ray of Frostfire attack.
  • Shard Pulse (Costs 2 Actions). A crystalline pulse erupts from Kessel. Each creature of his choice within 30 feet must succeed on a DC 19 Constitution saving throw or take 14 (4d6) force damage and be pushed 10 feet.
  • Teleport (Costs 3 Actions). Kessel magically teleports up to 60 feet to an unoccupied space he can see.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Kessel can take one of the following lair actions:

Rising Dead. Up to 3 skeletal dwarves claw from the ossuary floor (use wight stats, without Life Drain).

Crystal Bloom. Black crystal spikes erupt from the walls and floor in a 20-ft radius. Creatures in the area must succeed on a DC 19 Dexterity save or take 21 (6d6) piercing + necrotic damage.

Aura of Frost. The lair chills unnaturally. Until initiative 20 of the next round, the area within 60 ft. of Kessel is difficult terrain for his enemies.

Regional Effects

The ossuary around Kessel is warped by his shard-corruption:

  • Shadows lengthen, and cold whispers echo.
  • Crystalline growths pierce stone walls, humming faintly.
  • Resting within 1 mile heals only half normal hit points.

Habitat: Any

Yenrak

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