Homebrew

Illumite Archmage (Blue)
MEDIUM HUMANOID

Treasure: Wand of Cold

An ancient Archmage from the Magocracy of Illium. The Blue Archmage specializes in water magic.

Armor Class: 17

Initiative: +2 (12)

Hit Points: 170

Speed: 30 ft

Challenge: 14 (XP 10,000; PB +4)
    MOD SAVE
STR 10 +0 +0
DEX 14 +2 +2
CON 12 +1 +1
    MOD SAVE
INT 20 +5 +9
WIS 15 +2 +6
CHA 16 +3 +3

Skills: Arcana +13, History +9, Perception +6

Resistances: Fire

Immunities: Cold; Charmed

Languages: Common, Celestial, Infernal, Primordial, Abyssal, Telepathy 120 ft.


Traits

Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.   Magic Aptitude. 8 points of magic aptitude and 8 Power Die (d10).

  • 1 point: you gain Power Die equal to your Magical Aptitude points. Use it as a free action to add a d6 to your spell DC, any magical check, spell attack bonus, attack bonus for magical weapons or add it to damage rolls for magical weapons. You can also use it to force an enemy to re-roll a saving throw or re-roll a Spell disruption check. You can only use 1 Power Die per action, reaction or bonus action. Power Dice uses are reset on completion of a long rest.
  • 2 points: You can use a Power Die to attempt a tech item to malfunction as part of casting a spell, magical ability or magic weapon that targets the device or user. Roll 1d20 + Magical Aptitude vs DC10 + the Technical Aptitude of user or device. If you beat the save DC, the item malfunctions and an action must be used to repair it.
  • 3 points: You gain Advantage on saving throws against Technological effects.
  • 4 points: You can now stack 2 Power Dice per action, bonus action or reaction.
  • 5 points: Your Power Die becomes a d8.
  • 6 points: You use your Power Die instead of sorcery points to add Metamagic to your spells. Choose 1 from the Metamagic feats.
  • 7 points: You can use your Power Die to cast True Sight on yourself.
  • 8 points: Your Power Die becomes a d10.
Blue shield. When a creature hits you it take 2d8 Cold damage.


Actions

Multiattack. The archmage makes four Arcane Burst attacks.   Arcane Burst. Melee or Ranged Attack Roll: 1d20+9 , reach 5 ft. or range 150 ft. Hit: 4d10+5 Force damage.   Ice Knife (level 4). Ranged Spell Attack Rolls 1d20+9 , 240 ft range, ignores cover. Hit: 1d10 Piercing damage and Dexterity Saving Throw, on failure 5d6 Cold damage.   Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):   At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation, Ice Knife (level 4 version)
2/Day Each: Fly, Cone of Cold (level 7 version) Lightning Bolt (level 7 version)
1/Day Each: Tidal Wave (level 9 version; 10d8), Mind Blank (cast before combat), Scrying, Teleport, fire shield


Bonus Actions

misty step


Reactions

Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.


Created by

nasandre.

Statblock Type

Monster/NPC

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