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The Gilded Voidmage - AI-generated fantasy Monster

The Gilded Voidmage

Once a respected magical researcher, the wizard became obsessed with reports of a realm beyond the stars, where thought and matter are interchangeable. He created the gold mask to perceive that realm without losing his sanity. Instead, the mask allowed something to perceive him in return. Now he conducts experiments throughout the city, seeking a subject capable of surviving permanent transformation.

MediumHumanoid(Human)CR Challenge Rating 11, hard encounter for a level 7 partyChaotic Evil

The Gilded Voidmage

wizardspellcasterFar Realmurban horrorhumanoidcontrollerbossgold maskaggressive
HP110AC+9SPD30 ft.CRChallenge Rating 11, hard encounter for a level 7 partyArcanaDeceptionInvestigationPerceptionPersuasion
STR
10
DEX
16
CON
14
save
INT
22
save
WIS
14
save
CHA
18
Spellcasting. The arcanist is a 20th-level spellcaster. Its spellcasting ability is Intelligence, with a spell save DC of 17 and to hit with spell attacks. It requires no material components except those with a listed cost or a consumed component.
Alien Resilience. The arcanist has advantage on saving throws against being frightened or charmed. If he fails a saving throw against either condition, he can choose to succeed instead. He can use this feature once and regains its use after a long rest.
Mask of Impossible Angles. While wearing the gold mask, the arcanist has resistance to psychic damage and can see invisible creatures and objects within 10 feet. If the mask is removed or destroyed, he loses these benefits and has disadvantage on concentration checks for 1 minute.
Legendary Resistance. When the arcanist succeeds on a saving throw against a spell or magical effect that would deal half damage on a success, he instead takes no damage. He can use this trait twice per day.
Legendary Actions. The arcanist can take three legendary actions, choosing from the available options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
Multiattack. The Masked Arcanist makes two Eldritch Ray attacks, or uses Psychic Rupture if available.
Eldritch Ray. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 13 () force damage. If the target is concentrating on a spell, it has disadvantage on the Constitution saving throw made to maintain concentration.
Psychic Rupture. The arcanist tears open a pinprick of the Far Realm at a point he can see within 90 feet. Each creature in a 15-foot-radius sphere centered on that point must make a Intelligence saving throw. On a failed save, a creature takes 27 () psychic damage and is frightened until the end of its next turn. On a successful save, it takes half damage and is not frightened. The ground in the area becomes difficult terrain until the start of the arcanist's next turn. Psychic Rupture recharges on a roll of 5 or 6.
Void Gaze. The arcanist targets one creature he can see within 60 feet. The target must succeed on a Wisdom saving throw or become incapacitated until the end of the arcanist's next turn. The effect ends early if the target takes damage. A creature that succeeds on the save is immune to this arcanist's Void Gaze for 24 hours.
Counterspell. The arcanist casts counterspell when a creature he can see within 60 feet casts a spell. He prefers to counterspell healing, banishment, dispel magic, and powerful area effects.
Impossible Step. The arcanist moves up to half his speed without provoking opportunity attacks.
Eldritch Ray. The arcanist makes one Eldritch Ray attack.
Whisper from Beyond (Costs 2 Actions). One creature within 60 feet that the arcanist can see must succeed on a Intelligence saving throw or take 10 () psychic damage and have disadvantage on its next attack roll before the end of its next turn.
Alien Incantation (Costs 3 Actions). The arcanist casts a spell of 3rd level or lower from his spell list, expending a spell slot as normal.
Cantrips
Eldritch BlastEvocation The arcanist fires a ray of crackling force that deals 11 (2d10) force damage on a hit.
1st level
Disguise SelfIllusion The arcanist makes himself, his clothing, and his mask appear different for 1 hour.
2nd level
InvisibilityIllusion The arcanist becomes invisible until he attacks, casts a spell, or loses concentration.
Mirror ImageIllusion The arcanist creates three illusory duplicates that make him harder to hit.
Alter SelfTransmutation The arcanist alters his appearance and physical form for up to 1 hour.
Detect ThoughtsDivination The arcanist reads surface thoughts or probes deeper into a creature's mind.
SuggestionEnchantment The arcanist forces a creature to obey a one-sentence command.
3rd level
ClairvoyanceDivination The arcanist creates an invisible magical sensor within range to observe a location.
CounterspellAbjuration The arcanist interrupts a creature's spellcasting.
4th level
Dimension DoorConjuration The arcanist teleports himself and up to one willing creature 500 feet or less to a space he can see.
BanishmentAbjuration The arcanist attempts to banish one creature to a harmless demiplane for up to 1 minute.
Greater InvisibilityIllusion The arcanist creates a magical barrier that grants a bonus to Armor Class and saving throws while requiring concentration.
Evard's Black TentaclesConjuration The arcanist magically restrains one creature with writhing violet tendrils and deals psychic damage each round.
5th level
Teleportation CircleConjuration The arcanist teleports himself and willing creatures to a known destination.
Synaptic StaticEnchantment The arcanist releases a wave of psychic force in a 20-foot-radius sphere. Creatures in the area make a DC 17 Intelligence saving throw, taking 22 (8d6) psychic damage on a failure, or half damage on a success, and suffering disadvantage on attack rolls, ability checks, and Constitution saving throws to maintain concentration for 1 minute.
Hold MonsterEnchantment The arcanist attempts to paralyze one creature for up to 1 minute. The target repeats a Wisdom saving throw at the end of each of its turns.
Dominate PersonEnchantment The arcanist attempts to dominate one humanoid for up to 1 minute, controlling its actions telepathically.
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