True Archmage
medium humanoid, unaligned

Armor Class: 20 (Arcane Ward)
Hit Points: 390 ()
Speed: 30 ft., fly 30 ft. (hover)
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 16 | +3 | +3 |
CON | 26 | +8 | +8 |
Mod | Save | ||
---|---|---|---|
INT | 30 | +10 | +17 |
WIS | 20 | +5 | +12 |
CHA | 22 | +6 | +13 |
Skills: Arcana +20, History +17, Insight +12
Damage Resistances: cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Immunities: force, psychic, charmed, frightened, stunned
Senses: truesight 120 ft., passive Perception 20
Languages: all, telepathy 120 ft.
CR: 25 (75,000 XP); PB +8
Traits
Legendary Resistance (3/Day): If the Archmage fails a saving throw, it can choose to succeed instead.
Spellcasting Mastery: The True Archmage can cast any wizard spell of 8th level or lower at will, without using spell slots or material components. For spells requiring costly or consumed components, it is assumed the Archmage has the materials to cast each such spell at least once.
9th-Level Spellcasting (3/Day Total): The Archmage can cast up to three 9th-level spells per day.
Mythic Concentration: The Archmage can concentrate on two spells at once. It makes a single Constitution saving throw to maintain both. On a failed save, both spells end.
Arcane Ward: At the start of each of its turns, the Archmage gains 50 temporary hit points. While it has these hit points, it does not need to make Constitution saving throws to maintain concentration.
Actions
Cast a Spell: The Archmage casts a spell. (Spell Save DC 26, Spell Attack Bonus +18)
Arcane Assult (Recharge 5-6): The Archmage releases a wave of unstable magic in a 60-foot cone. Each creature in the area must make a DC 26 Dexterity saving throw, taking 54 () force damage on a failed save, or half as much on a success. Creatures that fail are also pushed 30 feet away.
Reactions
War Caster: When a hostile creature's movement provokes an opportunity attack from the Archmage, it can use it's reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Legendary Actions
The Archmage can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
Arcane Bolt: Spell Attack Roll: +18, range 120ft. Hit: 26 () Force damage
Dispel Magic: The Archmage casts on a creature, object, or magical effect within 120 feet.
Teleport: The Archmage teleports to an unoccupied space it can see within 120 feet.
Cast a Spell (Costs 2 Actions): The Archmage casts one spell of 5th level or lower.
Cast a High Level Spell (Costs 3 Actions): The Archmage casts one spell of 6th to 9th level.
Notes
Few mortals ever reach the apex of arcane mastery where magic ceases to be cast and instead becomes an extension of will. The True Archmage is such a being—one who has surpassed mortal constraints and bound the arcane to every fiber of the self. Magic does not serve; it obeys."To some, magic is a tool. To this one, it is breath, blood, and birthright."
Living Conduit of Magic
Where liches sacrifice life to preserve knowledge and extend their existence, the True Archmage follows the opposite path—remaining alive to command magic in its purest form. While a lich locks itself into cold undeath for control and longevity, a True Archmage ascends beyond the need for spellbooks, components, or mortal limits. Though not truly immortal, age poses no threat. Time bends, waits, or forgets this one entirely.Unlike typical casters, the True Archmage does not prepare spells, utter incantations, or require arcane foci. With a glance or breath, storms can rise, time may fracture, and reality itself can unravel.
Solitary and Sovereign
Such beings often remain solitary—not from arrogance, but necessity. Prolonged exposure to the arcane presence of a True Archmage has been known to warp reality and minds alike. In places where one lingers too long, fires might burn with reversed heat, gravity may collapse inward, or echoes of future conversations may bleed into the present.Many withdraw to hidden towers, shattered realms, or custom-built demiplanes where the world remains stable only by design. Others walk among the planes, observing or interfering as they see fit, their motives often inscrutable but rarely without purpose.
Sought by Gods and Kings
Nations seek the aid of a True Archmage when desperation outweighs fear. Some gods offer divine favor in exchange for loyalty, while others treat such a mortal with the wary respect normally reserved for ancient celestials or primordials.Tales speak of one such archmage who walked the ruins of a dead god’s domain, untouched by divine backlash. Braids heavy with charms from planes that no longer exist, eyes glowing with runes older than the stars, this figure passed through divine wrath as if through fog.
Behavior
- Displays of power are precise, restrained, and deliberate—waste is beneath such a master.
- Threats are identified and neutralized without hesitation or flourish.
- Speech is rare and often reserved for the significant; silence is more potent than words.
- When battle becomes necessary, the True Archmage moves with calm finality, eyes alight with purpose, surrounded by shifting symbols of unknown origin.
Tags:wizardtemporary hpflyingarcanaspellsunalignedhumanoidtruesighthoverhistoryinsightlegendary actionsresistanceimmunity