Medium Humanoid (Fire Genasi), Lawful Evil
Armor Class 13 (16 with mage armor)
Hit Points 150 (14d8 + 14)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
20 (+5)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +10, WIS +6
Skills Arcana +10, History +10, Medicine +6, Persuasion +5
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Dwarvish, Elvish, Halfling, Ignan, Infernal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Shadow of Threllonax. Any time the Arch Evoker deals fire damage, it also deals an extra 7 (2d6) necrotic damage.

Spellcasting. The Arch-Evoker is a 14th-level spellcaster. Its spellcasting ability isIntelligence (spell save DC 18 +10 to hit with spell attacks). The Arch-Evoker has the following wizard spells prepared:


Cantrips (at will): fire bolt, light, prestidigitationray of frost,  acid splash


1st level (4 slots): burning hands, mage armormagic missile

2nd level (3 slots): mirror imagemisty stepshatter

3rd level (3 slots): counterspellfireball, lightning bolt

4th level (3 slots): ice storm, stoneskin, wall of fire

5th level (2 slots): Bigby’s hand, cone of cold

6th level (1 slot): chain lightning, wall of ice

7th level (1 slot): prismatic spray

 

Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Legendary Resistance (3/Day) If the Arch-Evoker fails a saving throw, it can choose to succeed instead.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands.

Legendary Actions

The Arch-Evoker can take 3 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. The Arch-Evoker regains spent legendary actions at the start of his turn.

Cantrip. The Arch-Evoker casts a cantrip.

Evocative Teleport (Costs 2 Actions). The Arch-Evoker, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of the Arch-Evoker before he teleports takes 5 (1d10) fire, cold, acid or poison damage, Arch-Evoker's choice.

Lair and Lair Actions

Atop the Tower of Evocation, the Arch-Evoker gains the following Lair Actions

Lair Actions

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

  • Shadowy Fire bursts from a point on the ground within range, anyone within 10 feet of the point must make a DC 18 dexterity saving throw, taking  14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, and half as much on a successful one.
  • Lightning bursts across the tower from a point on the wall in a 60 ft long, 5ft wide line. Anyone in the area must make make a DC 18 Constitution saving throw, taking 28 (8d6) lightning damage on a failed save, and half as much on a successful one.
  • Poison bursts from the ground within the lair. Two creatures of the Arch-Evoker's choosing must make a DC 18 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Mercrazzle

Comments

Posts Quoted:
Reply
Clear All Quotes