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 17, +9 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): fire bolt, [Tooltip Not Found], prestidigitation, shocking grasp
1st level (4 slots): detect magic, burning hands, mage armor*, magic missile
2nd level (3 slots): flaming sphere, scorching ray, misty step
3rd level (3 slots): counterspell, fly, fireball
4th level (3 slots): wall of fire, fire shield, conjure minor elementals*
5th level (3 slots): conjure elemental, hold monster, seeming
6th level (1 slot): globe of invulnerability
7th level (1 slot): delayed blast fireball
8th level (1 slot): incendiary cloud
9th level (1 slot): meteor swarm
Blessing of Imix. When the archmage of Imix takes fire damage, it instead takes no damage and regains a number of hit points equal to the amount of damage it would have taken. It can also try to use its connection to Imix to command fire elementals. When doing so, it makes a DC 17 Intelligence (Arcana) check, and if it succeeds, the elemental must obey the archmage, as a geas spell. The archmage cannot do this again until it finishes a long rest.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus 10 fire damage.
Description
These archmages practice fire magic and serve Imix, the evil Elemental Prince of Fire. They summon fire elementals, then lead raids on nearby settlements, burning everything they can.
Comments