A Time After Magic. Any references to spells cast by Aleksandar are done so through techno-alchemic means. Since the time magic left the world, "wizards" have learned to manipulate the world to suite them in a more practical way. i.e. acid splash would just be hitting the target(s) with a vial of acid.
Echo Spell (1/day). Aleksandar can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal.
Spellcasting. Aleksandar is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash, light, poison spray, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, sleep
2nd level (3 slots): blindness/deafness, cloud of daggers, scorching ray
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Arc Gauntlet. Melee Weapon. Can use the spell shocking grasp at will.
Flaring Lights. Aleksandar can command the lights by the anomaly to flare and attempt to blind his enemies. Enemies looking in this direction must make a reflex save of 13 or make all attack rolls at disadvantage until Aleksandar's next turn.
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Energy Siphon. Aleksandar siphons power from the anomaly, gaining 2d6 temporary hit points.
Mad Punch. Aleksandar punches madly with the Arc Gauntlet, inflicting 1d4 bludgeoning damage and knocking the target back 10 feet.
Description
When Aleksandar drops to 0 HP, instead of going down, he runs to the anomaly trying to gain more power. In the process, the anomaly overloads and detonates, sending PC flying against the walls, vaporizing a radius around it (all in that area have now vanished) and threatens to topple the tower from the impact.
This detonation from the anomaly cause magic to seep back into the world.
Lair and Lair Actions
Circular laboratory at the top of the tower. Ropes of cords and wires travel throughout the floor hooking to various large machines in the room. At the end of a row of waist high machines sets a glass sphere with an anomaly inside. This anomaly is linked to the other side, and is the first source of true magic in hundreds of years.
When Aleksandar uses Mad Punch, energy is not being siphoned and builds up, causing the room to become difficult terrain from the pressure until it is siphoned from Energy Siphon.
When Aleksandar uses Energy Siphon, drains from the air, causing each space moved to inflict 1 electric damage until Mad Punch is used.
EDIT: This was an idea from a time ago about making a campaign without magic, having it sealed away and this being a final boss from early early would unseal it and bring back magic in new ways. What would a early-steampunk world do if magic suddenly existed? But I was having trouble being able to balance out how to sell playing non magic characters to players without giving away the secret. My inability to use this shouldnt decide if it inspires you. Godspeed.
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