b'Mage-King \n'b'  Medium   humanoid  (any),  neutral  \n'b'  Armor Class  21 (+3 adamantine plate) \n'b' Hit Points  237 (25d8+125) \n'b' Speed  30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX:  15 (+0)  CON:  20 (+5)  INT:  22 (+6)  WIS:  13 (+1)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +10,  Dex  +8,  Wis  +9 \n'b' Skills   Arcana  +14,  Athletics  +10,  Deception  +13,  History  +14,  Insight  +9,  Investigation  +14,  Perception  +9 \n'b' Damage Resistances  acid, cold, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing damage \n'b' Damage Immunities  poison \n'b' Condition Immunities   blinded ,  charmed ,  deafened ,  frightened ,  poisoned  \n'b' Senses  passive  Perception  19 \n'b' Languages  Common, Draconic, any 8 others \n'b' Challenge  25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Epic Armor . The mage-king has advantage on  Strength ,  Dexterity , and  Constitution  saving throws, and he is immune to critical hits. \n'b'  Legendary Resistance (3/Day) . If the mage-king fails a saving throw, he can choose to succeed instead. \n'b'  Magus Spell Attacks . When taking the  Attack  action with melee weapons, the mage-king can forego making one of his attacks to instead  cast a spell  with a casting time of 1 bonus action or 1 action. \n'b'  Spellcasting . The mage-king is a 23rd-level spellcaster that uses  Intelligence  as his spellcasting ability (spell save DC 22; +14 to hit with spell attacks). He has the following spells prepared and requires only somatic components to cast them: Cantrips:  acid splash ,  chill touch ,  light ,  mage hand ,  mending ,  shocking grasp  \n'b'\n'b'  1st (4 slots) :  charm person ,  command ,  detect magic ,  identify ,  magic missile ,  shield  \n'b'  2nd (4 slots) :  detect thoughts ,  hold person ,  ray of enfeeblement ,  scorching ray ,  suggestion  \n'b'  3rd (4 slots) :  animate dead , counterspell,  dispel magic ,  fly ,  lightning bolt  \n'b'  4th (4 slots) :  dimension door ,  freedom of movement ,  greater invisibility ,  phantasmal killer ,  polymorph  \n'b'  5th (3 slots) :  cone of cold ,  dominate person ,  hold monster ,  mislead ,  telekinesis  \n'b'  6th (2 slots) :  chain lightning ,  disintegrate ,  globe of invulnerability ,  true seeing  \n'b'  7th (2 slots) :  fire storm ,  forcecage ,  plane shift ,  teleport  \n'b'  8th (2 slots) :  antimagic field ,  control weather ,  dominate monster ,  incendiary cloud  \n'b'  9th (1 slot) :  foresight ,  gate ,  power word kill  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mage-king attacks four times, or casts a spell and attacks twice. \n'b'  King\xe2\x80\x99s Blade .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 13 (2d6+5) magical slashing damage plus 45 (10d8) force damage. \n'b'\n'b' ABOUT \n'b' Heavy is the head that wears the crown, and the burden is made all the heavier when it is won by way of magic. Typically a successful adventurer that has reached the twilight of their career, mage-kings are very experienced and shrewd\xe2\x80\x94they know the tricks of the trade and what to expect from people like themselves. Most do not take well to the royal life and grow bored however, welcoming the intrigue offered by meddlesome adventurers. \n'b' When they are assaulted a mage-king first relies on servants for protection, covering the immediate area with a  globe of invulnerability  and watching how a group of attackers fare. Should someone get past their bodyguards they take up the sword, testing martial prowess and using an  antimagic field  if they believe they have the upperhand in bladework. Bored as they might be a mage-king still values their life and retreats as soon as it becomes clear they are in danger of dying, usually after by ducking into or past a vault of riches sure to distract pursuers.'