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Dark Magician

Dark Magician

Medium humanoid, lawful neutral

Once a mortal wizard, he sought the secrets of magic beyond life itself. Through forbidden rituals and unmatched mastery of the arcane, he became the embodiment of pure magical power. His very presence twists the Weave, and even the greatest archmagis fear facing him.

Armor Class 22
Hit Points 420 (40d8 + 240)
Speed 30 ft., Fly 60 ft. (Hover)
STR
14
(+2)
DEX
20
(+5)
CON
22
(+6)
INT
30
(+10)
WIS
22
(+6)
CHA
24
(+7)
Saving Throws Dex +12, Con +13, Int +17, Wis +13, Cha +14
Skills Arcana +24, History +17, Insight +13, Perception +13
Damage Resistances Cold, Fire, Lightning, Necrotic, Radiant
Damage Immunities Force
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 23
Languages Common, Draconic, Elvish, Celestial, Infernal
Challenge 23 (50,000 XP)

Spellcasting. The Dark Magician is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks).

Cantrips (at will): fire bolt, mage hand, shield, detect magic, misty step

1st level (5 slots): Magic Missile

2nd level (5 slots): Blur

3rd level (5 slots): Haste, Fireball, Lightning Bolt, Slow

4th level (5 slots): Greater Invisibility, Banishment

5th level (3 slots): Wall of Force

6th level (3 slots): Chain Lightning, Disintegrate, Globe of Invulnerability

7th level (3 slots): Teleport

9th level (4 slots): Meteor Swarm, Time Stop, Power Word Kill, Wish

Legendary Resistance (3/DAY). If the Dark Magician fails a saving throw, he can choose to succeed instead.

Magical Resistance. The Dark Magician has advantage on saving throws against spells and magical effects.

Master of Arcane Magic. The Dark Magician ignores resistance to magical damage. Creatures immune to Force damage instead become resistant

Actions

Multiattack. The Dark Magician makes three Arcane Staff attacks, or casts one spell and makes one Arcane Staff attack

Arcane Staff. Melee Weapon Attack: +17 to hit, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 18 (4d8) Psychic damage

Dark Magic Burst (Recharge 5-6). The Dark Magician fires a devastating beam of condensed magic in a 120-foot line that is 10 feet wide. Each creature in the line must succeed on a DC 25 Dexterity save. (Failure): 88 (16d10) Force damage and 33 (8d10) Psychic damage, and the target is knocked prone. (Success): Half as much damage and not knocked prone.

Dark Burning Circle (Recharge 6). The Dark Magician creates a 40-foot-radius magical circle on the ground that lasts until the end of his next turn. Each creature in the area must make a DC 25 Wisdom saving throw. (Failure): 63 (18d6 Psychic damage, and the creature is restrained by magical chains. Its speed becomes 0, and it can't teleport until the Dark Magician's next turn. (Success): Half as much damage and is not restrained

Reactions

Arcane Counterspell . When a creature within 120 feet casts a spell, the Dark Magician may cast Counterspell

Arcane Barrier . Until the start of his next turn, the Dark Magician gains the following benefits: +3 to AC and resistance to all damage.

Legendary Actions

Arcane Bolt (Costs 1 Action). The Dark Magician makes a ranged spell attack (+17) against one creature within 120 feet. Hit: 24 (4d8 + 6) Force damage

Teleport (Costs 1 Action) . The Dark Magician magically teleports up to 60 feet to an unoccupied space he can see.

Arcane Explosion (Costs 2 Actions). Each creature within 20 feet of the Dark Magician must succeed on a DC 25 Dexterity saving throw. (Failure): 31 (7d8) Force damage. (Success): Half as much damage instead

Cast A Spell (Costs 3 Actions). The Dark Magician casts a spell of 5th level or lower that doesn't have a casting time of 1 minute