| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +8 |
| DEX | 20 | +5 | +11 |
| CON | 18 | +4 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +11 |
| WIS | 13 | +1 | +7 |
| CHA | 19 | +4 | +10 |
(Info, please read, for some reason dnd beyond always saves the saving throws wrong, this guy is profitient in the CON, INT, CHA saving throws.)
Legendary Resistance (3/Day). If the Archmage fails a savingthrow, it can choose to succeed instead.
Sword and wizardry. After casting a spell, the Archmage can make a Thunder Saber attack.
Multiattack. The Archmage makes three attacks, he can use any combination of Great Arcane Burst or Thunder Saber
Thunder Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 trget. Hit: 10 (1d8 + 5) [Piercing] damage, 17 (3d10) [Thunder] damage, 11 (2d10) [Lightning] damage. Strength Savingthrow: DC 20, the target the Archmage hit. Failure: The target is pushed 15ft in the opposite direction of the Archmage and is prone.
Greater Arcane Burst. Ranged Spell Attack: +5 to hit, range 200 ft., 1 target. Hit: 37 (7d8 + 5) [Energy] damage.
Spellcasting. The Archmage casts one of the following spells, requiering no Material components or Spellbook and using Intelligence as spellcasting ability. (Spellsave DC 20)
At Will: Disguise self, Charm Person, Mage Armor (Included in AC)
4/Day: Crown of Madness, Hold Person
3/Day: Confusion, Phanstasmal Killer, Wall of firre
2/Day: Dominate Person, Cone of cold
1/Day: Prismatic Spray
Transportation Magic. The Archmage casts Misty Step.
Protective Magic. The Archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Legendary Action Uses: 3. Immidiatly after another creature's turn, the Archmage can expend a use to take one ofthe following actions. The Archmage regains all exoended uses at the start of each of it's turns.
Enchantment (Costs 1 Actions). The Archmage casts Hold Person or crown of Madness, the Archmage can't take this Action until the start of it's next turn.
Sabre (Costs 1 Actions). The Archmage moves up to half his speed and makes one Thunder Rapier attack.
Dominating glare. (Costs 1 Actions). Charisma Saving Throw: DC 20, one creature the Archmage can see. Failure: The target is charmed by the Archmage until the end of the target's next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The most deceptive traitor and member of the Pentaverat the nation of Barib has ever seen.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Oct 10, 2025Also, the Initiative Bonus should be 12, idk what happened there.