This site is games | books | films

Devil, Armaros, the Infernal Archmage

Armaros
My Images (midjourney.com)

In the shadowed depths of Avernus, the first layer of the Nine Hells, resides Armaros, the Resolver of Enchantments. A devil outcast, he is renowned throughout the infernal realm for his unparalleled mastery and knowledge of magic. Despite lacking the political power to command one of the nine layers, Armaros holds sway among the rabble of devilkin exiled to Avernus, his intellect and skill elevating him above his peers.

Appearance:

Armaros assumes the guise of a handsome bearded human, but his infernal nature is unmistakable. His slate-grey skin, short forward-pointing horns, and dark batlike wings, spanning twenty-six feet, betray his devilish heritage. Standing tall at twelve feet, his bright blue-green eyes glint with intelligence and power, while his leather tunic, weapons belt, and numerous pouches hint at his preparedness for magical endeavors.

Personality:

A solitary figure, Armaros is content with his exile, finding solace and purpose in the pursuit of magical arts. His genius-level intelligence fuels his innovative spirit, driving him to push the boundaries of magical development. Detached and indifferent to the plight of others, he approaches even the most destructive actions with calm detachment, driven solely by his pursuit of knowledge and power.

Teaching and Influence:

At the Scholomance, Armaros imparts his knowledge to eager students, teaching the intricacies of enchantment resolution and spellcraft. His lessons are coveted among aspiring mages, drawn to his expertise and unconventional methods. Despite his status as an outcast, Armaros’s teachings hold sway among the denizens of Avernus, his intellect and skill earning him respect even from those who shun his company.

Goals and Ambitions:

For Armaros, the pursuit of magical knowledge is an endless quest, driving him to uncover the deepest secrets of the arcane. He seeks not political power or dominion, but rather the mastery of magic itself. With each interrogation of captured enemies and every moment spent perfecting his craft, he inches closer to unlocking the true potential of his infernal heritage. And as he imparts his wisdom to eager minds at the Scholomance, he plants the seeds of his legacy, ensuring that his influence will endure long after he is gone.

  • Armaros 5e
  • Armaros 3.5
Armaros
My Images (midjourney.com)

Large Fiend (Devil), Lawful Evil

Armor Class: 21 (natural armor)

Hit Points: 275 (22d10 + 154)

Speed: 30 ft., fly 60 ft. (hover)


STRDEXCONINTWISCHA
24 (+7)18 (+4)24 (+7)26 (+8)22 (+6)26 (+8)

Saving Throws: Str +13, Con +13, Int +14, Wis +12, Cha +14

Skills: Arcana +14, Deception +14, Insight +12, Intimidation +14, Perception +12

Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: truesight 120 ft., passive Perception 22

Languages: Infernal, telepathy 120 ft.

Challenge: 22 (41,000 XP)


Magic Resistance. Armaros has advantage on saving throws against spells and other magical effects.

Magic Weapons. Armaros’s weapon attacks are magical.

Spellcasting. Armaros is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Armaros has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd level (3 slots): detect thoughts, mirror image, misty step
  • 3rd level (3 slots): counterspell, dispel magic, fireball
  • 4th level (3 slots): blight, dimension door
  • 5th level (2 slots): dominate person, wall of force
  • 6th level (1 slot): globe of invulnerability
  • 7th level (1 slot): plane shift

Innate Spellcasting. Armaros’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Armaros can innately cast the following spells, requiring no material components:

  • At will: charm person, darkness, detect magic, dispel magic, fear, fireball
  • 3/day each: hold monster, invisibility, lightning bolt, suggestion
  • 1/day each: dominate person, wall of fire

Actions

Multiattack. Armaros makes two melee attacks.

Staff of Enchantment. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 11 (2d10) necrotic damage.

Infernal Blast (Recharge 5-6). Armaros releases a blast of infernal energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 49 (11d8) fire damage on a failed save, or half as much damage on a successful one.


Legendary Actions

Armaros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Armaros regains spent legendary actions at the start of its turn.

  • Cast a Spell. Armaros casts a spell from its list of prepared spells, using the appropriate spell slot.
  • Infernal Presence (Costs 2 Actions). Armaros releases a burst of infernal energy in a 30-foot radius. Each creature of Armaros’s choice in that area must make a DC 22 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Teleport (Costs 3 Actions). Armaros magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Regional Effects

The region containing Armaros’s lair is warped by the devil’s magic, which creates one or more of the following effects:

  • Flames flicker and dance without fuel, shedding bright light in a 60-foot radius and dim light for an additional 60 feet.
  • Nonmagical flames burn with intense heat, causing creatures within 5 feet of them to take 5 (1d10) fire damage at the start of each of their turns.

** Lair Actions**

On initiative count 20 (losing initiative ties), Armaros takes a lair action to cause one of the following effects; Armaros can’t use the same effect two rounds in a row:

  • Armaros casts fireball centered on a point it can see within 120 feet of it, creating a 20-foot-radius sphere. Each creature in that area must make a DC 22 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
  • Armaros casts wall of fire. The wall is 60 feet long, 20 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 22 Dexterity saving throw or take 28 (8d6) fire damage.
Armaros 1
My Images (midjourney.com)

Armaros is a powerful unique devil, but lacks the political power to control one of the nine layers of Hell. Instead, he forms part of the “rabble of devilkin” exiled to the first layer, Avernus. Despite his supreme capability in crafting magical artifacts, all archdevils are forbidden by Asmodeus from consulting with him.

Armaros takes the form of a handsome bearded human with bright blue-green eyes, though his infernal nature is clear from his grey skin, short forward-pointing horns on his forehead, and dark-grey batlike wings that span twenty-six feet when fully outstretched. He stands twelve feet tall.

He typically wears a leather tunic, with a weapons belt and numerous pouches which contain ink, quills, vellum, and spell ingredients.

Armaros is of genius-level intelligence. A solitary individual, Armaros is content with his position in exile and enjoys having the solitude to practice and perfect the magical arts. He is clever, and highly innovative in the field of magical development. He often interrogates captured enemies for possible knowledge which can be acquired.

He cares nothing for others, and performs even the most destructive of actions with calm detachment.

Aramaros teaches “the resolving of enchantments” and “spells” at the the Scholomance.


Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread


Armaros, Archmage of Hell
Large outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice42d8 + 462 (798 hp)
Initiative+8
Speed50 ft., Fly 100 ft. (average)
Armor Class69 (+14 armor, +11 deflection, +8 Dexterity, +12 insight, +15 natural, -1 size), touch 40, flat-footed 49
Base Attack/Grapple+42/+57
AttackStaff +60 melee (1d8 + 23)
Full AttackStaff + melee (1d8 + 23)
Space/Reach10 ft. /10 ft.
Special AttacksFear aura, spell-like abilities, spells
Special QualitiesDamage reduction 30/epic, good and silver, immunity to fire and poison, infernal spellcasting, item master, regeneration 20, resistance to acid 30 and electricity 30, see in darkness, Spell Resistance 50, telepathy 500 ft.
SavesFort +34, Ref +31, Will +35
AbilitiesStrength 32, Dexterity 26, Constitution 33, Intelligence 48, Wisdom 35, Charisma 33
SkillsAppraise +61 (+67 alchemy, +67 armor, +67 wood), Bluff +56, Concentration +55, Craft (alchemy) +64, Craft (armorsmithing) +64, Craft (woodworking) +64, Decipher Script +60, Diplomacy +53, Disable Device +40, Forgery +60, Gather Information +61, Hide +35, Intimidate +61, Knowledge (Arcana) +64, Knowledge (history) +64, Knowledge (local) +64, Knowledge (nature) +62, Knowledge (nobility and royalty) +64, Knowledge (the planes) +63, Knowledge (religion) +63, Listen +55, Move Silently +50, Profession (scribe) +45, Search +40, Sense Motive +57, Spellcraft +80, Spot +55, Survival +25 (+29 above ground, +29 on other planes, +27 tracking), Truespeech +64, Use Magic Device +55
FeatsCorrupt Spell, Empower Spell, Energy Admixture (all), Enlarge Spell, Extend spell, Fortify Spell, Heighten Spell, Improved Counterspell, Improved Heighten Spell, Maximize Spell, Quicken Spell, Persistent spell, Silent Spell, Still Spell, Twin Spell, Violate Spell, Widen Spell
Epic FeatsAutomatic Quicken Spell (x3), Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Metamagic (x3) Intensify Spell, Multispell (x3), Staff Master
Climate/TerrainAvernus (The Nine Hells) The Scholomance
OrganizationSolitary (unique)
Challenge Rating38
TreasureQuadruple Standard
AlignmentLawful Evil

Fear Aura (Su): Armaros can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 41) or be affected as though by a fear spell (caster level 41th). A creature that successfully saves cannot be affected again by Armaros’s aura for 24 hours. He may choose to make his allies immune to the aura.

Spell-Like Abilities:

Caster level 42nd

Spells: Armaros casts spells as a wizard and sorcerer.

Wizard spells per day: 9/9/8/8/8/8/7/7/4/4/3/3/3/3/2/2/2/2 (Caster level 46th, DC 29 + spell level)

sorcerer spells per day: 9/9/9/8/8/8/8/7/7/2/2 (Caster level 46th, DC 21 + spell level)

In addition to his spells known, Armaros can cast any of his spell-like abilities as sorcerer spells.

sorcerer spells known**: 0 · amanuensis, caltrops, electric jolt, launch item, No Light*, repair minor damage, Slash Tongue*, sonic snap, Unnerving Gaze*;

*From BoVD

**All Armaros spells are from the Spell Compendium unless otherwise noted.

Infernal Spellcasting (Ex): Armaros ignores any cap on spells and spell-like abilities. He is limited only by his caster level.

Item Master: Armaros can Craft any magic or epic item as if he possessed the proper feats. He must still fulfill all other requirements for the item.

Regeneration (Ex): Armaros takes normal damage from good aligned silver weapons, and from
good aligned spells or effects.

Possessions: Armaros owns a wide variety of various magical weapons, armour and items, but makes little use of any in actual combat. He usually wields a +7 collision staff of power and cosmos and wears bracers of armour +14. He also has most magical items keyed to appear on his signal (a swift action), so he has immediate access to them when he needs.

Scroll to Top