Medium Humanoid (Human), Neutral
Armor Class 18 (robes of the archmagi)
Hit Points 170 (20d8 + 80)
Speed 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
18 (+4)
INT
27 (+8)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +15, WIS +9
Skills Arcana +22, Deception +19, History +22, Insight +16, Medicine +9, Persuasion +12, Religion +15
Damage Resistances Damage from Spells
Senses Passive Perception 12
Languages Abyssal, Celestial, Common, Dwarvish, Elvish, Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Special Equipment. The archmage wears a Robe of the Archmagi which give him a +2 bonus to his spell save DC and spell attack rolls. He also wears an Amulet of the Planes which allows him to cast plane shift (save DC 25, +17 to hit) at will (he automatically succeeds on the Intelligence check instead of rolling). Lastly, he holds the Wand of Disjunction, a legendary magic item that allows him to use his Disjunction legendary action. When held by a creature other than the archmage, it takes one minute to use and can only be used once per day.

Arcane Recovery (1/Day). When he finishes a short rest, the archmage recovers all his spell slots of 5th level and lower.

Arcane Ward (1/Day). When the archmage casts an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell's magic to create a magical ward on himself that lasts until he finish esa long rest. The ward has 48 hit points. Whenever the archmage or a creature within 30 feet of him takes damage, the archmage can cause the ward to take the damage instead. (If the archmage uses this for any creature but himself, he must spend his reaction). If this damage reduces the ward to 0 hit points, the target take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever the archmage casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Clone. If the archmage dies, he returns to life  in a clone body in his wizard tower. This feature cannot function again until 120 days pass.

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting. The archmage is an epic level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The archmage can cast shield and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (6 slots): detect magic, disguise self, identify, magic missile

2nd level (5 slots): detect thoughts, mirror image, misty step

3rd level (5 slots): counterspell (the archmage is proficient in an ability check made as part of this spell), fireball, fly, lightning bolt

4th level (3 slots): banishment, fire shield, faithful hound, private sanctum, stoneskin

5th level (3 slots): cone of cold, scrying, wall of force

6th level (3 slots): globe of invulnerability

7th level (3 slots): magnificent mansion, mordenkainen’s sword, teleport

8th level (2 slots): mind blank

9th level (2 slots): time stop, wish

Actions

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Legendary Actions

The archmage 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. The archmage regains spent legendary actions at the start of his turn.

Spell. The archmage casts a spell of 3rd level or lower.

Attack. The archmage makes an attack with his dagger or with mordenkainen’s sword if he is concentrating on that spell.

Disjunction (Costs 3 Actions). The archmage can target a magical object of legendary rarity or less within 30 feet of him. If the item is sentient or if a creature is holding it, carrying it, wearing or attuned to it, the item or creature can attempt a DC 25 Charisma saving throw. On a failed save, the item loses all magical properties for 24 hours. If the creature or item fails the save by 5 or more or no save can be made at all, the item loses all magical properties permanently.

Description

The M stands for Morty, probably

Lair and Lair Actions

The archmage’s lair is his mobile wizard tower. His challenge rating in his lair is 22 (41,000 XP).

Lair Actions

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

  • The archmage rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
  • The archmage creates a simulacrum of himself. This causes any currently existing simulacrum of him to disintegrate.
  • The archmage attempts to dispel a magical effect within 30 feet of him. To do so, he must succeed on an intelligence check with a DC of 10 + the spell’s level. He is proficient in this check.
  • The archmage transports his tower to another plane of existence.

Regional Effects

The region containing the archmage’s lair is warped by his magic, which creates the following effects:

  • The area within 1 mile of the lair is full of magical lights flying in random directions as if by the dancing lights. If a creature touches one of these lights, a stinking cloud (spell save DC 25) appears in the light’s location and remains for 10 minutes.
  • The area within 1 mile of the lair is full of strong magical winds like the gust of wind spell (spell save DC 25). These winds always blow away from the archmage’s tower.
  • The area within 1 mile of the lair is full of magic mouths that all speak in the archmage’s voice to threaten trespassers with destruction if they do not turn back. After delivering this message, the target is magically urged to obey it as if by the suggestion spell (spell save DC 25).
  • The lair’s corridors are filled with magical fog, making everything heavily obscured to any creature except the archmage. In addition, at each intersection or branching pass offering a choice of direction, there is a 50 percent chance that a creature other than the archmage will believe it is going in the opposite direction from the one it chooses.
  • All doors in the archmage’s lair are magically locked, as if sealed by an arcane lock spell. In addition, each door is covered by an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. The archmage can lock and unlock these doors as an action.
  • Webs fill all stairs in the lair from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away. The archmage can step through these webs as if they weren’t there.

If the archmage dies without an available clone, these effects fade over the course of 1d4 days.

Monster Tags: NPC

Habitat: Urban

Newb_DM

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