Medium Humanoid (Any), Any Neutral Alignment
AC 23 (Mythic Witchborne Plate)    Initiative +4 (14)
HP 425 (25d12 + 250)
Speed 35 ft., Climb 25 ft., Swim 15 ft., Fly 20 ft. (hover; teleportation)
Mod Save
STR 22 +6 +6
DEX 18 +4 +4
CON 26 +8 +16
Mod Save
INT 18 +4 +4
WIS 20 +5 +5
CHA 24 +7 +15
Vulnerabilities Psychic, Radiant
Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Force, Necrotic; Charmed, Poisoned
Senses Passive Perception 24
Languages Draconic, Telepathy Any language known before creation OR learned afterwards.
CR 27 (XP 105,000, or 120,000 in lair; PB +8)
Traits

Aether Eyes. Arch Witchborne possess Truesight to 80 feet. Arch Witchborne have advantage on saving throws against magical attacks. 

Legendary Resistance (3/day): If the Arch Witchborne fails a saving throw, it can choose to succeed anyways. 

 

Actions

Multiattack. The Arch Witchborne makes four attacks with Aether Greatsword or spellcasting in any combination. 

Aether Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) slashing damage plus 11 (3d6 + 5) necrotic damage. 

Spellcasting. The Arch Witchborne casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):

At will: Mage Armor, Eldritch BlastChaos BoltElemental WeaponCounterspellFire BoltFrostbiteGlyph of WardingLightning Bolt, Scorching Ray, Frostbite, Ice Knife, Ray of FrostCure Wounds

3/day: Cone of ColdConjure ElementalIce StormCircle of Death, Delayed Blast Fireball, Finger of Death, Dragon's BreathMass Cure Wounds

2/Day: Chain LightningDisintegrateFire StormFreezing SphereRevivify

1/Day: Dark StarIncendiary CloudMeteor SwarmRavenous VoidStorm of Vengeance

Dark Aether Bindings (Recharge 5–6). The Arch Witchborne casts anti-magic field in a 50 ft radius. The enemy must make a DC 21 Dexterity saving throw or take 44 (6d12) necrotic damage on a failed save or half as much on a successful one and are unable to cast spells until the start of the next turn. 

Dragon's Call (1/day); uses all actions: The Arch Witchborne can, once per day, call on its dragon companion to join the battle. The contacted Adult Dragon will arrive in 5 (1d6 + 4) rounds. 

Bonus Actions

Aether Mutant (5/Day). Five times a day, the Arch Witchborne casts far stepdispel magic, or greater restoration in any combination. 

Reactions

Aether Lord. The Arch Witchborne casts counterspell or Hellish Rebuke in any combination as a reaction. 

Legendary Actions

Legendary Action Uses: 4 (5 in lair). The Arch Witchborne can take 4 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. Spent actions are regained at the start of its turn. 

Silver Step. The Arch Witchborne teleports up to 70 ft. to a location it can see.

Argent Blade. One Aether Longsword attack. 

Aether Curse (Cost 2 Actions). End one magical effect within 60 ft. 

Astral Lock (Costs 3 Actions). One creature must make a DC 24 Wisdom saving throw or be banished and incapacitated until the start of the next turn. 

Description

The absolute apex of Witchborne creation, Arch Witchborne control magic and melee with terrifying precision. 

There are only SEVEN Arch Witchborne across the multiverse at a given time, the magic of reality almost seeming to intervene itself in their creation. 

Arch Witchborne often appear during natural disaster-level magic surges or near world-ending mystic anomalies. They operate to stabilize reality and magic, willing to battle and if necessary, kill, any who stand in their way. Some, in extremely rare circumstances, have been known to rule as lords over wizard domains, sorcerer schools, or even hag covens. 

Arch Witchborne are sworn to the dragon deities upon creation due to the nature of the dark sorcery required to create such a powerful creature. As a result, Arch Witchborne, upon maturity, swear allegiance to one of three and gain the following:

Tiamat-sworn Arch: Adult Blue Dragon or Adult White Dragon companion; Adult Gold Dragon and Adult Crystal Dragon rivals. 

Bahamut-sworn Arch: Adult Silver Dragon or Adult Bronze Dragon companion; Adult Red Dragon and Adult Emerald Dragon rivals. 

Sardior-sworn Arch: Adult Sapphire Dragon or Adult Topaz Dragon companion; Adult Brass Dragon and Adult Green Dragon rivals. 

Lair and Lair Actions

Lair: Citadel of the Aether Lords

On initiative count 20 (losing initiative ties), the Arch Witchborne takes a lair action to cause one of the following effects; the Arch Witchborne can’t use the same effect two rounds in a row: 

  • Stabilizing Pulse: All teleportation and planar travel (including Misty Step) fail until the start of next round. 
  • Aether Lord's Chains: Two targets must succeed a DC 21 Strength saving throw or be restrained and take 13 (3d6 + 4) necrotic damage
  • Aether's Curse: Spells 6th level or less automatically fail until the start of the next round. 
  • Gravity of the Aether: All creatures must make a DC 19 Strength saving throw or their speed is halved. Additionally, fails of 10 or less cause the creature to be Prone and take 6 (2d4 + 2) bludgeoning damage. 

Habitat: MountainUnderdarkUrban

MasterAlistar

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