Archmage, Forsaken Elf

Medium humanoid (Forsaken elf), any alignment

Armor Class 13 (16 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13, Perception +6
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses darkvision 30 ft.,Passive Perception 16
Languages Elduran and any six languages
Challenge 12 (8,400 XP)

Special Traits

    • Mother’s Curse. The elf has advantage on saving throws against disease. However, there is a 99 percent chance that they are infertile. If they can conceive, offspring are very likely to be born with some sort of birth defect, assuming they survive the pregnancy.
    • Elf Weapon Training. The elf has proficiency with the longsword, shortsword, shortbow, and longbow.
    • Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can’t put them to sleep.
    • Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
    • Meditation. Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom (Perception) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest.
    • Spellcasting. The archmage is an 18th-level spellcaster. Their 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:

*The archmage casts these spells on themselves before combat.

  • Tattoo Mystic. Elves have proficiency with tattooist’s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest.

Actions

  • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
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