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The Stranger
- STR
- 10 (+0)
- DEX
- 14 (+2)
- CON
- 12 (+1)
- INT
- 20 (+5)
- WIS
- 15 (+2)
- CHA
- 16 (+3)
The Stranger wears an invisible ring of mind shielding that thwarts magical attempts to read their thoughts. The Stranger also wears dimensional shackles but is eager to be rid of them. One touch from Omid's mace-key causes the shackles to fall off, freeing the Stranger.
The archmage has advantage on saving throws against spells and other magical effects.
The Stranger is an 18th-level spellcaster. Its 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:
At will: disguise self, invisibility
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
Level 1 (4 slots): detect magic, identify, mage armor*, magic missile
Level 2 (3 slots): detect thoughts, mirror image, misty step
Level 3 (3 slots): counterspell, fly, lightning bolt
Level 4 (3 slots): banishment, fire shield, stoneskin*
Level 5 (3 slots): cone of cold, scrying, wall of force
Level 6 (1 slots): globe of invulnerability
Level 7 (1 slots): teleport
Level 8 (1 slots): mind blank*
Level 9 (1 slots): time stop
*The Stranger casts these spells on itself before combat.
Actions
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Source: Keys from the Golden Vault, p. 173 - Licenses and attribution