Archmage

Tier 3 Solo

A seeker of secret knowledge hidden away in a tome-filled tower.

Motives & Tactics: Corrupt, destroy, overwhelm with evil power

Difficulty: 18 | Thresholds: 24/45 | HP: 5 | Stress: 8

ATK: +5 | Archmage's Greatstaff: Far | 3d10 mag

Experience: Esoterica +4

Features

Relentless (3) - Passive: The Archmage can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Orbiting Aegis - Passive: When the Archmage appears, they conjure six discs of magical energy that orbit around them. Place a d6 Aegis Die on this stat block with the 6 value facing up. When a PC makes a successful attack against the Archmage, roll a d6. If the result is equal to or less than the value of the Aegis Die, tick the Aegis Die down and ignore the damage. A PC can make a Knowledge Roll to tick down the Aegis Die by 1 on a success or by 2 on a success with Hope.

Force Salvo - Action: Spend any number of Fear and roll that many d4s. The Archmage unleashes a number of magical homing force bolts equal to the total result. For each bolt, a creature within Far range marks a HP. The same creature can be targeted by up to three force bolts.

Fireball - Action: Mark any number of Stress to target the same number of PCs within Far range. Each target must succeed on an Agility Reaction Roll or take 4d10 magic damage.

Counterspell - Reaction: When a PC succeeds on a Spellcast Roll, you can spend a Fear to have the Archmage make a reaction roll with a Difficulty equal to the Spellcast Roll's result. On a success, the PC's Spellcast Roll fails instead, and you place a token on this stat block. Using this feature again costs additional Fear equal to the number of tokens on this stat block. You can't Counterspell a critical success.

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