Medium Humanoid (High-Elf), Neutral Good
Armor Class 21
Hit Points 310 (31d8 + 171)
Speed
STR
10 (+0)
DEX
18 (+4)
CON
22 (+6)
INT
28 (+9)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +12, CON +14, INT +17, WIS +12
Damage Immunities Force, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Prone
Senses Truesight 120, Passive Perception 21
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Arcane Singularity (Mythic Trait, 1/Day). If Ignis drops to 0 hit points, he does not die. His body collapses into a core of pure energy, resetting his hit points to 220, granting him 80 temporary hit points, and generating a 30-foot gravity well. Any creature that starts its turn in the area or enters it for the first time must succeed on a DC 24 Strength saving throw or be pulled to the centre and take 36 (8d8) force damage.

Dual Concentration. Ignis can concentrate on up to two spells simultaneously. If he makes a Constitution saving throw to maintain concentration, the check applies to both spells.

Limited Spell Immunity. Ignis is immune to damage and effects from spells of 5th level or lower unless he wishes to be affected.

Master of Abjuration (Ward HP: 70). Ignis is shielded by a ward that absorbs incoming damage. Whenever he casts an Abjuration spell, the ward regains 20 hit points.

Legendary Resistance (4/Day). If Ignis fails a saving throw, he can choose to succeed instead.

Spellcasting. Ignis is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks):

At will: fire bolt, misty step, counterspell (cast at 6th level), shield, chain lightning, fireball (cast at 6th level)

7/day each: wall of force, globe of invulnerability, maze, psychic scream 5/day each: meteor swarm, time stop, foresight

2/day each: wish, power word kill

 

Actions

Multi-Spellburst. Ignis casts two at-will spells or makes three Arcane Ray attacks.

Arcane Ray. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 26 (4d8 + 9) force damage, and the target loses one spell slot of its highest available level (or takes an extra 18 (4d8) psychic damage if it has no spell slots).

Reality Disruption (Recharge 5–6). Ignis warps gravity and arcana in a 60-foot cone. Each creature in the cone must make a DC 24 Constitution saving throw. On a failed save, a target takes 72 (16d8) force damage and its magical items and active spell effects are suppressed until the end of its next turn. On a successful save, it takes half damage without magic suppression.

Reactions

Instant Counter-Disruption. When a creature within 90 feet casts a spell or uses a magical ability, Ignis casts counterspell at 6th level without using a spell slot. Ignis can take up to 3 reactions per round.

Legendary Actions

Ignis can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. Ignis regains spent legendary actions at the start of his turn.

Arcane Teleportation. Ignis teleports up to 60 feet to an unoccupied space he can see.

Cast At-Will Spell (Costs 2 Actions). Ignis casts chain lightning or another at-will spell.

Cataclysmic Pulse (Costs 3 Actions). Ignis emits a wave of raw force. All creatures within 30 feet must make a DC 24 Strength saving throw, taking 31 (7d8) force damage on a failed save and being thrown 40 feet away and knocked prone, or half as much damage on a successful save without being thrown or knocked prone.

Mythic Actions

Arcane Singularity (Mythic Trait, 1/Day). If Ignis drops to 0 hit points, he does not die. His body collapses into a core of pure energy, resetting his hit points to 220, granting him 80 temporary hit points, and generating a 30-foot gravity well. Any creature that starts its turn in the area or enters it for the first time must succeed on a DC 24 Strength saving throw or be pulled to the centre and take 36 (8d8) force damage.

Description

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PrinceEmrys

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