Magic Resistance. The archmage has advantage on saving
throws against spells and other magical effects.
SPELL CASTING
Cantrips
Firebolt, light, mage hand, prestidigitation, shocking grasp
1st: O O O O
Detect magic, identify, mage armour, magic missile
2nd: O O O
detect thoughts, mirror image, misty-step
3rd: O O O
Counterspell, fly, lightning bolt
4th: O O O
Banishment, fire shield, stoneskin
5th: O O O
Cone of cold, scrying, wall of force
6th: O
globe of invulnerability
7th: O
Teleport
8th: O
Mind blank
9th: O
time stop
ATTACK
Dagger | Melee or ranged (20/60) | +6 to hit, 1d4+2 piercing damage
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
Bound | The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. lfthe guardian is within 60 feet 0f the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian
Muliattack (2)
Fist | Melee | +7 to hit, 2d6+4 Bludgeoning damage
REACTION:
Shield | When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet oft he wearer.
FEATURE:
Spell Storing | A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Pack Tactics | The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack (2 Melee)
Mace | +4 to hit, 1d6+2 Bludgeoning damage
Heavy Crossbow | ranged 100/400 | +2 to hit, 1d10 Piercing damage
Anti-magic Cone | The beholder's central eye creates an area ofantimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area worksagainst the beholder's own eye rays.
Bite| Melee | +5 to hit | 4d6 piercing damage
Eye Rays | The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray | DC 16 Wis S.Throw or be charmed for 1 hr or until harmed by the beholder
2. Paralysing Ray | DC 16 Con ST or paralysed for 1 min. Can repeat ST at the end of each of it's turns.
3. Fear Ray | DC 16 Wis ST or be frightened for 1 min. Can be repeated at end of each of it's turns.
4. Slowing Ray | DC 16 Dex ST. Speed halved, and cannot take reactions on a fail. 1 action per turn. Lasts 1 min
5. Enervation Ray | DC 16 Con ST, take 8d8 necrotic damage on fail, 1/2 on a success.
6. Telekinetic Ray | DC 16 Str ST or be moved > 30 ft in any direction and be retrained until start of B's next turn or B is incapacitated. B can also exert fine control.
7. Sleep Ray | DC 16 Wis ST or fall asleep for 1 min.
8. Petrification Ray | DC 16 Dex save, first fail - petrified. second fail at the end of the next turn, permanent until restored by magic.
9. Disintegration Ray | DC 16 Dex Save or 10d8 force dmg. If the damage reduces the target to 0, they dust.
10. Death Ray | DC 16 Dex save or take 10d10 necrotic dmg. Dies if reduced to 0
O O O
Use 1 random eye ray at the end of another creatures turn
Gnome Cunning. The gnome has advantage on Int, Wis, and Cha saves against magic.
Stone Camouflage. Yantha has advantage on stealth checks to hide in rocky terrain.
Blindness/Deafness: O | 1/day | 30ft | Action to cast
A creature within range is either blinded or deafened on a failed DC 13 con save. Target may attempt to end the effect at the end of each turn.
Blur: O | 1/day | Self | Action - Concentration <1 min
Any creature that relies on sight and cannot see through illusions has disadvantage on attacks against the gnome
Disguise self: O | 1/day | Self | 1 hour
Itself and belongings look different. Up to 1 ft taller/shorter. any weight. Must be bipedal. DC 11 investigation to see through the disguise.
Spells:
Cantrips
Dancing lights, friends, mending, prestidigitation
1st Level: O O O O
Comprehend languages, detect magic, Tensers floating disk
2nd Level: O O O
Detect thoughts, hold person
3rd Level: O O
Sending