Page 251 - Monster Manual Expanded III Dragonix
P. 251

Archmage, Legendary
         Medium humanoid (any race), any alignment

         Armor Class 12 (15 with mage armor)
         Hit Points 130 (20d8 + 40)
         Speed 30 ft.
             STR           DEX           CON           INT           WIS           CHA
                 14 (+2)      14 (+2)      14 (+2)      20 (+5)      15 (+2)      16 (+3)
         Saving Throws Dex +7, Int +10, Wis +7
         Skills Arcana +15, History +15
         Damage Resistance damage from spells; nonmagical bludgeoning,
           piercing, and slashing (from stoneskin)
         Senses passive Perception 12
         Languages any six languages
         Challenge 16 (15,000 XP)      Proficiency Bonus +5
         Legendary Resistance (3/Day). If the archmage fails a saving throw,
         it can choose to succeed instead.
         Magic Resistance. The archmage has advantage on saving throws
         against spells and other magical effects.
         Actions

         Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
         Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning
         damage if used with two hands, plus 7 (2d6) force damage. If the
         target is a Large of smaller creature, it must succeed on a DC 18
         Strength saving throw or be pushed up to 10 feet and knocked
         prone.
         Spellcasting. The archmage is an 20th-level spellcaster. Its
         spellcasting ability is Intelligence (spell save DC 18, +10 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 (4d10), light, mage hand, prestidigitation,
           sword burst (4d6)
         1st level (4 slots): detect magic, mage armor,* magic missile, shield
         2nd level (3 slots): detect thoughts, mirror image, misty step
         3rd level (3 slots): counterspell, dispel magic, fly, lightning bolt
         4th level (3 slots): banishment, fire shield, stoneskin*
         5th level (3 slots): cone of cold, scrying, wall of force
         6th level (2 slots): contingency*, disintegrate, globe of invulnerability
         7th level (2 slots): delayed blast fireball, forcecage, plane shift
         8th level (1 slot): mind blank*
         9th level (1 slot): time stop
         *The archmage casts these spells on itself before combat.
         Teleport. The archmage magically teleports, along with any
         equipment it is wearing or carrying and any creatures it has
         grappled, up to 60 feet to an unoccupied space it can see.
         Legendary Actions
         The archmage 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 archmage
         regains spent legendary actions at the start of its turn.
         Cantrip. The archmage casts a cantrip.
         Quarterstaff. The archmage attacks with its Quarterstaff.
         Teleport. The archmage uses its Teleport action.
         Cast a Spell (Costs 1-3 Actions). The archmage expends a spell slot
           to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
           costs 1 legendary action per level of the spell.



       250          Appendix A. NonPlayer Characters
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