Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): Toll the Dead, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): storm sphere, scrying, wall of force,infernal calling
6th level (2 slot): globe of invulnerability
7th level (2 slot): teleport,plane shift
8th level (1 slot): mind blank,[Tooltip Not Found]
9th level (1 slot): time stop,gate
*The archmage casts these spells on itself before combat.
Prismatic Longsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage or 12 (1d10 + 4) slashing damage if wielded with both hands, plus 6 (2d8) damage of any type.
Distort Gravity. Bahlen distorts the relative gravity either in the sphere as a whole or in up to to 15 foot cubes within the sphere, choosing to either increase or decrease it. If increased, each creature in the area must make a DC 15 strength saving throw or fall prone and be unable to get up. A creature has disadvantage on this saving throw if they are wearing heavy armor or holding a heavy weapon. A creature can repeat the saving throw at the start of each of their turns. If decreased, each creature’s jump distance is tripled, and creatures that hit the ground in this area don’t suffer falling damage.
Distort Time. Bahlen distorts the relative time either in the sphere as a whole, or in up to three 30 foot cubes within the sphere. Every creature inside the effected area is under the effects of either the haste or slow spells.
Legendary Actions
Bahlen 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. Bahlen regains spent legendary actions at the start of its turn.
Flicker. Bahlen casts Misty Step without consuming a spell slot.
Longsword (costs 2 actions). The Bahlen makes one Longsword attack.
Ripple the Weave (costs 3 actions). One creature of Bahlen's choice within 120 feet of him must succeed on a DC 14 Wisdom saving throw or become unable to cast spells or use magical abilities until the end of Bahlen’s next turn.
Description
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Lair and Lair Actions
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