| Mod | Save | ||
|---|---|---|---|
| STR | 4 | −3 | −3 |
| DEX | 8 | −1 | −1 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +12 |
| WIS | 16 | +3 | +8 |
| CHA | 16 | +3 | +3 |
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Shattered Soul: Your efforts to divide your soul have weakened you. When you would reach 0hp, call your life force back to you. Lose access to your highest spell level. Roll 1d4 and consult the table below. You gain hit points equal to half the current hp of the corresponding creature, and they fall to 0hp, wherever they are. When you would run out of spell slot levels, you fall dead.
1: Curie
2: Francesca
3: Rotgut (30hp)
4: One of the multitudinous others (8hp)
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will:
1st: Ray of Sickness
2nd: Ray of Enfeeblement
3rd: Bestow Curse
4th: Blight
5th: Enervation
6th: Eyebite
7th: Finger of Death
8th: Abi-Dalzim's Horrid Wilting
9th: Power Word Kill
Protective Magic (2/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
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