Ghost of the Archmage
Medium undead, neutral
- Armor Class 12
- Hit Points 88 (16d8+16)
- Speed 30 ft., fly 40 ft. It can hover.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
- Saving Throws Int +9, Wis +6
- Skills Arcana +13, History +13
- Damage Resistances Damage From Spells; Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical attacks
- Damage Immunities Cold, Necrotic, Poison
- Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 60 ft., passive Perception 12
- Languages Common, Elven, Dwarven, Primordial, Draconic, Deep Speech
- Challenge 11 (7,200 XP)
Ethereal Sight. The archmage can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The archmage can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Portent. At the start of each day, roll three d20s and record the numbers rolled. The archmage can replace any attack roll, saving throw, or ability check made by him or a creature that he can see with one of these foretelling rolls. Each foretelling roll can be used only once. At the end of each day, the archmage loses any unused foretelling rolls.
Spellcasting. The archmage is an 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 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): light, mage hand, prestidigitation, ray of frost, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, thunderwave
- 2nd level (3 slots): locate object, mirror image, misty step
- 3rd level (3 slots): counterspell, glyph of warding, lightning bolt
- 4th level (3 slots): banishment, fire shield, locate creature
- 5th level (2 slots): cone of cold, conjure elemental, scrying
- 6th level (1 slot): scatter
- 7th level (1 slot): symbol
- 8th level (1 slot): power word stun
*The archmage casts these spells on itself before combat.
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Legendary Actions
The archmage can take 3 legendary action, 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 his turn.
Cantrip. The archmage casts a cantrip.
2nd-level Spell (Costs 2 Actions). The archmage casts a 2nd-level spell.