Blindsight This creature can detect enemies by using nonvisual senses. It automatically succeeds on rolls against an enemy creatures Conceal ability. It can also move at normal speed even if it cannot see. Attackers this creature cannot see do not gain an attack bonus against it. This creature ignores Gaze Attacks, invisibility effects, and the Hide ability.
Conceal 6 When another creature gets an attack result against this creature that would be a hit, the attacker must roll 1d20. If the result of the second roll equals or exceeds 6, the attack hits; otherwise, it automatically misses. Even a natural 20 on the attack roll misses if the attackers roll against Conceal fails. If several effects grant Conceal to a creature, only the highest rating applies.
Flight This creature can fly over the battle grid instead of moving on the surface, landing at the end of its move. It isnt slowed by terrain features that normally slow movement, such as difficult terrain or statues. It must still fly around walls (which extend to the ceiling of the dungeon). It can move over pits but cannot end its movement on them. A flying creature is immune to Entangle effects. This creature can move and even charge through squares that other creatures occupy (though it cannot end its movement in a space occupied by another creature or in an illegal position). It ignores attacks of opportunity from enemies after the first square of movement during its turn. (It spends that first square taking off.)
Independent This creature is always under command. It is capable of rallying itself as a commander does, though without a commander it adds only its own level to the morale save, as if it were being rallied by a Commander 0.
Quick Cast
Cast 1 spell as a swift action
Spell Penetration This creature may roll twice to overcome Spell Resistance.
Spell Resistance May ignore spells unless the caster rolls 11+
Empowered Melfs Acid Arrow (Unlimited) sight; 20 acid damage, ignore Spell Resistance
Hold Monster
sight; Paralysis; DC 17
Teleport
self & adjacent ally; place this creature in any space it can see at least a part of and place that ally adjacent to it.
Banishment
range 6; destroy target Outsider or summoned creature with 75 or fewer hp; DC 20
Finger of Death
range 6; destroy living creature; 25 damage instead on successful save, DC 19
CG |
Archmage |
EPIC 264 Points |
|
14/60 ° Dungeons & Dragons ° © Wizards
|
|