Armaros, the Resolver of Enchantments

At a Glance
| Nature | Unique greater devil; infernal archmage |
|---|---|
| Alignment | Lawful Evil |
| Home | Avernus, first layer of the Nine Hells |
| Earthly seat | the Scholomance in Transylvania, Kingdom of Hungary |
| Standing | Exiled infernal savant, not a Duke of Hell |
| Speciality | Unmaking enchantments, contracts, magical research, counterspells |
| Appearance | Twelve feet tall; slate-grey skin, forward horns, blue-green eyes, immense batlike wings |
| Disposition | Methodical, exacting, possessive of discoveries and promised service |
| Concern | A forged contract among the latest thirteen pupils |
Armaros does not ask how much power a spell contains. He asks where it can be broken. The devil turns a wardstone slowly in his palm while the captive wizard watches its enchantment disappear, thread by thread. He offers to teach the technique—but only after the wizard explains why the first charm was made, and names the person who trusted it.
The Resolver of Enchantments is an infernal scholar whose greatest pleasure is understanding how magic fails: why an abjuration holds, what an oath truly binds, and which condition its maker overlooked. Exiled to Avernus, he holds no ducal seat and no legion of his own. Yet devils who command armies consult him when a ward cannot be pierced; ambitious mortals seek his tutelage despite the fearsome price. His school, the Scholomance, takes thirteen students into the mountains and ordinarily returns twelve. What happens to the thirteenth is neither random slaughter nor a simple joke: Armaros reserves the most promising unresolved problem—and often the student who can solve it—for himself.
What Is Happening Right Now?
The stolen proof. Someone has changed an entry in the Scholomance contract ledger so that a pupil appears both released and retained. Armaros knows the alteration is real. He will honour whichever original document survives scrutiny, even if that judgement costs him a valuable servant. He will also hunt the forger beyond the school.
The unravelled defence. A noble’s ancestral ward has failed after its owner refused an old bargain. Armaros claims the ward was flawed from the start; his rivals insist he sabotaged it. The characters can prove either charge, but the school expects payment for its evidence.
The unwilling dragon. The weather-dragon beneath the Scholomance’s tarn has stopped answering its tutors. Armaros considers a negotiated release more instructive than another chain; one of his devilish lecturers intends to force its obedience before he returns.
Appearance and Manner
Armaros wears the face of a handsome bearded scholar stripped of anything comforting: slate-grey flesh, short horns tilting forward, a twenty-six-foot sweep of dark wings, and luminous blue-green eyes that follow small movements with scientific interest. His leather tunic carries a scholar’s knives, sealed instruments, loose parchment, keys and pockets of carefully labelled powders. He has little taste for the grand ceremonial armour of the infernal nobility. When he enters a room, magic exposed to his gaze seems to grow brittle.
He speaks quietly, corrects errors without anger, and pays close attention to who volunteers an answer and who waits for an order. He is more easily distracted by a genuine paradox than by threats. When challenged, he begins with questions, then removes the magic his enemy was relying on, and only then applies violence.
Goals, Relationships and Conduct
The Master Without a Throne
Armaros prizes discoveries over titles. He refuses to be another noble’s court wizard, though he has occasionally accepted commissions from high infernal offices. The dukes of the Nine Hells tolerate his independence while they need his solutions. The Courtiers of Perdition have tried to buy his allegiance with rank and influence. Armaros studies each offer as if it were a defective enchantment, then declines it. His refuge in Avernus is a library and laboratory, not a territorial fief.
The School and Its Thirteen
At the Scholomance, contracts are read aloud and copied before witnesses. Students receive extraordinary instruction in return for silence, labour and future obligations. Armaros rewards discoveries, keeps promises exactly, and punishes the falsification of evidence. His Lawful Evil nature appears most clearly in the way a generous lesson becomes an instrument of dependence. The thirteenth graduate may remain as a bound scholar, assistant, keeper of dangerous knowledge or participant in a work they cannot leave.
Mortals and Rivals
The warlocks who survive the school are neither a single brotherhood nor an automatic army at Armaros’s command. Some become patrons to other mages; others spend decades finding ways to void their own contracts. Those attempting to summon a power of Hell may attract his interest by presenting an original magical problem, but he never mistakes a summoning circle for authority over him. Vlad Dracula has reason to know the school’s reputation but does not rule it, and Armaros seeks no conquest of Wallachia. The independent Witches of the Howling Moon may trade warnings with its graduates without acknowledging any infernal authority. Armaros dismisses ordinary mortal evil as a wasteful appetite when compared with a well-designed chain of obligations.
Powers and Combat
Armaros is exceptionally dangerous to spellcasters who rely on one decisive enchantment. He sees a spell’s working, tests its weakest condition, counteracts it, and advances behind protections of his own. He attacks physically only when an enemy has made further discussion useless. He does not abandon his own students to slaughter, but he will use their signed duties to place them in harm’s way.
Before a confrontation: he interviews the intruders, identifies their protective spells and asks who authorised their entry. During combat: he disrupts concentration, isolates the strongest caster and moves between prepared locations. When retreating: he preserves research, ledgers and bound servants before treasure. Negotiating surrender: he accepts an enforceable concession or an answer that genuinely interests him; meaningless vows are an insult.
Rules by Edition
Armaros, Resolver of Enchantments
Large Fiend (Devil), Lawful Evil
| Armor Class | 23 (natural armor, infernal wards) |
|---|---|
| Initiative | +4 (14) |
| Hit Points | 522 (36d10 + 324) |
| Speed | 40 ft., Fly 80 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 18 (+4) | 28 (+9) | 30 (+10) | 24 (+7) | 28 (+9) |
Saving Throws Str +7, Dex +12, Con +17, Int +18, Wis +15, Cha +17
| Skills | Arcana +26, Deception +17, Insight +15, Investigation +26, Perception +15 |
|---|---|
| Damage Resistances | Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered |
| Damage Immunities | Fire, Poison |
| Condition Immunities | Charmed, Poisoned |
| Senses | Truesight 120 ft.; Passive Perception 25 |
| Languages | Infernal, Latin, Hungarian; telepathy 120 ft. |
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits
Legendary Resistance (4/Day). If Armaros fails a saving throw, he can choose to succeed instead.
Magic Resistance. Armaros has Advantage on saving throws against spells and other magical effects.
Infernal Scholar. Armaros knows whether a visible creature within 120 feet is concentrating on a spell. He can read, write, and identify any mundane language after studying a sample for 1 minute.
Actions
Multiattack. Armaros makes two Staff of Unbinding attacks or two Severing Ray attacks.
Staff of Unbinding. Melee Attack Roll: +15 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) Bludgeoning damage plus 18 (4d8) Force damage.
Severing Ray. Ranged Attack Roll: +18 to hit, range 120 ft., one target. Hit: 36 (8d8) Force damage. If the target is concentrating on a spell, it has Disadvantage on the saving throw made to maintain Concentration against this damage.
Unravelling Pulse (Recharge 5–6). Constitution Saving Throw: DC 26, each creature of Armaros’s choice in a 30-foot Emanation originating from him. Failure: 55 (10d10) Force damage; one spell of level 6 or lower currently affecting the creature ends (Armaros chooses which spell). Success: Half damage and no spell ends.
Spellcasting. Armaros casts the following spells without material components (spell save DC 26, +18 to hit with spell attacks). Any spell requiring Concentration uses the normal Concentration rules.
| At Will | Detect Magic, Dispel Magic, Invisibility (self only), Mage Hand |
|---|---|
| 3/Day Each | Counterspell, Dimension Door, Globe of Invulnerability, Wall of Force |
| 1/Day Each | Foresight, Plane Shift, Power Word Stun, Time Stop |
Bonus Actions
Between the Lines (3/Day). Armaros teleports up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he gains +2 AC against the first attack that targets him.
Reactions
Undo the Working (3/Day). When a creature Armaros can see within 60 feet casts a spell with a Verbal, Somatic, or Material component, Armaros casts Counterspell without expending a use from his Spellcasting action. The caster must succeed on a DC 26 Constitution saving throw or the spell fails, wasting the casting action but not its spell slot.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, Armaros can expend a use to take one of the options below. He regains all expended uses at the start of each of his turns.
Read the Spell. Armaros moves up to half his Speed without provoking Opportunity Attacks and makes a Wisdom (Perception) or Intelligence (Arcana) check.
Severing Ray. Armaros makes one Severing Ray attack.
Erase the Sigil (Costs 2 Actions). One creature Armaros can see within 90 feet makes a DC 26 Intelligence saving throw. On a failure, it takes 27 (6d8) Psychic damage and cannot take Reactions until the end of its next turn. On a success, it takes half as much damage only.
Lair Actions — The Scholomance
While Armaros is inside the inner halls of the Scholomance, on Initiative count 20 (losing initiative ties) he can cause one of these effects; he cannot repeat the same effect on consecutive rounds.
Dead Letter. An ongoing spell of level 5 or lower within 120 feet ends unless its caster succeeds on a DC 26 Constitution saving throw.
Contract Stair. A 20-foot square of floor he sees becomes Difficult Terrain until the next Initiative count 20; creatures beginning their turn there make a DC 22 Dexterity saving throw or fall Prone.
Armaros, Resolver of Enchantments
Large Fiend (Devil), Lawful Evil
| Armor Class | 23 (natural armor, infernal wards) |
|---|---|
| Hit Points | 522 (36d10 + 324) |
| Speed | 40 ft., fly 80 ft. |
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 18 (+4) | 28 (+9) | 30 (+10) | 24 (+7) | 28 (+9) |
| Saving Throws | Dex +12, Con +17, Int +18, Wis +15, Cha +17 |
|---|---|
| Skills | Arcana +26, Deception +17, Insight +15, Investigation +26, Perception +15 |
| Damage Resistances | Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren’t silvered |
| Damage Immunities | Fire, Poison |
| Condition Immunities | Charmed, Poisoned |
| Senses | Truesight 120 ft.; Passive Perception 25 |
| Languages | Infernal, Latin, Hungarian; telepathy 120 ft. |
Challenge 28 (120,000 XP)
Traits
Legendary Resistance (4/Day). If Armaros fails a saving throw, he can choose to succeed instead.
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 20th-level wizard spellcaster. Intelligence is his spellcasting ability (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:
| Cantrips (at will) | Fire Bolt, Mage Hand, Minor Illusion, Ray of Frost |
|---|---|
| 1st level (4 slots) | Detect Magic, Magic Missile, Shield |
| 2nd (3 slots) | Detect Thoughts, Mirror Image, Misty Step |
| 3rd (3 slots) | Counterspell, Dispel Magic, Fireball |
| 4th (3 slots) | Dimension Door, Greater Invisibility |
| 5th (3 slots) | Hold Monster, Wall of Force |
| 6th (2 slots) | Disintegrate, Globe of Invulnerability |
| 7th (2 slots) | Forcecage, Plane Shift |
| 8th (1 slot) | Mind Blank |
| 9th (1 slot) | Time Stop |
Actions
Multiattack. Armaros makes two attacks with his Staff of Unbinding or two Severing Rays.
Staff of Unbinding. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 18 (4d8) force damage.
Severing Ray. Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage. A target concentrating on a spell makes the Constitution saving throw to maintain concentration with disadvantage.
Unravelling Pulse (Recharge 5–6). Each creature of Armaros’s choice within 30 feet must make a DC 26 Constitution saving throw. A creature takes 55 (10d10) force damage on a failed save, or half as much on a success. One ongoing spell of 6th level or lower affecting a creature that fails the save ends.
Reactions
Undo the Working (3/Day). When Armaros sees a creature within 60 feet casting a spell, he casts Counterspell as a 7th-level spell without expending a spell slot; against a spell of 8th level or higher, make an Intelligence ability check with a +10 modifier (DC 10 + the spell’s level).
Legendary Actions
Armaros can take 3 legendary actions, choosing from the options below. Only one option can be used at a time, at the end of another creature’s turn. Armaros regains spent legendary actions at the start of his turn.
Move. Armaros moves up to half his speed without provoking opportunity attacks.
Severing Ray. Armaros makes one Severing Ray attack.
Erase the Sigil (Costs 2 Actions). One creature he can see within 90 feet makes a DC 26 Intelligence saving throw, taking 27 (6d8) psychic damage and being unable to use reactions until the end of its next turn on failure, or half damage on success.
Lair Actions — The Scholomance
On initiative count 20 (losing initiative ties), Armaros can cause one of the following effects in the inner halls of the Scholomance, using a different effect on consecutive rounds: an active spell of 5th level or lower within 120 feet ends unless its caster succeeds on a DC 26 Constitution saving throw; or a 20-foot square of floor twists, becoming difficult terrain until the next count 20 (creatures there make a DC 22 Dexterity saving throw or fall prone).
Armaros, Infernal Archmage
CR 38 (epic encounter; XP by campaign advancement, as CR 38 has no standard published XP award)
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 120 ft., see in darkness, true seeing; Perception +57; Aura unbinding field (30 ft.)
DEFENSE
| AC | 69, touch 40, flat-footed 61 (+14 armor, +11 deflection, +8 Dex, +12 insight, +15 natural, −1 size) |
|---|---|
| hp | 693 (42d10 + 462); regeneration 20 (overcome by good-aligned epic weapons or spells with the good descriptor) |
| Fort / Ref / Will | +34 / +33 / +37 |
| DR | 30/epic, good and silver |
| Immune | fire, poison |
| Resist | acid 30, cold 30, electricity 30 |
| SR | 50 |
OFFENSE
| Speed | 50 ft., fly 100 ft. (average) |
|---|---|
| Melee | +5 staff of unbinding +62/+57/+52/+47 (2d6+29 bludgeoning plus 4d8 force; critical 19–20/×2) |
| Space / Reach | 10 ft. / 10 ft. |
| Special Attacks | unbinding ray, spell inversion, spell-like abilities |
Unbinding Ray (Su). Ranged touch +49, range 120 ft., 12d8 force damage. On a hit, one spell of 7th level or lower affecting the target is dispelled. A higher-level effect requires a caster level check (+30) against DC 11 + the effect’s caster level.
Spell Inversion (Su; 3/day). As an immediate action when a creature within 120 feet casts a spell, Armaros attempts a counterspell (caster level check +30 against DC 11 + the incoming caster level). If successful, the spell fails; Armaros may instead redirect a spell that targets only him to its original caster, provided the caster is a legal target.
Spell-Like Abilities (CL 30th; concentration +45; +34 on caster level checks to overcome spell resistance): At will—detect magic, greater dispel magic (up to 3/day as a swift action using Quicken Spell-Like Ability), dimension door, true seeing; 3/day—greater teleport (self plus carried objects), maze, wall of force, prismatic wall; 1/day—mage’s disjunction, time stop, plane shift. Save DC 25 + spell level where relevant (Charisma-based).
STATISTICS
| Str / Dex / Con / Int / Wis / Cha | 42 / 26 / 32 / 44 / 34 / 40 |
|---|---|
| Base Atk / CMB / CMD | +42 / +59 / 77 |
| Feats | Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Improved Iron Will, Power Attack, Cleave, Great Cleave, Combat Expertise, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder, Improved Critical (quarterstaff), Blind-Fight, Spell Penetration, Greater Spell Penetration, Quicken Spell-Like Ability (greater dispel magic), Lightning Reflexes |
| Skills | Knowledge (arcana) +62, Knowledge (planes) +62, Spellcraft +62, Linguistics +62, Sense Motive +57, Perception +57, Fly +49 |
| Languages | Infernal, Latin, Hungarian, Celestial and other tongues; telepathy 500 ft. |
| SQ | infernal scholarship, contract mastery, item master |
ECOLOGY
| Environment | Avernus and the Scholomance |
|---|---|
| Organization | unique |
| Treasure | quadruple; +5 staff of unbinding, library and infernal contracts |
Special Abilities
Unbinding Field (Su). Any spellcaster within 30 feet must succeed at a concentration check (DC 38 + spell level) to cast a spell defensively or while threatened by Armaros, even if no damage has been taken. This aura is suppressed while Armaros is unconscious.
Contract Mastery (Su). A signed infernal bargain entered into voluntarily cannot be dispelled by ordinary dispel magic; removing a supernatural contractual effect requires satisfying its stated release clause or using magic capable of breaking a curse of comparable power.
Armaros, the Resolver of Enchantments
CR 38
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Alignment Lawful Evil; Hit Dice 42d8 + 462 (651 hp); Initiative +12
Combat Statistics
| Speed | 50 ft., fly 100 ft. (average) |
|---|---|
| Armor Class | 69 (−1 size, +8 Dex, +15 natural, +14 armor, +11 deflection, +12 insight); touch 40; flat-footed 61 |
| Base Attack / Grapple | +42 / +62 |
| Attack | +5 staff of unbinding +62 melee (2d6+29 plus 4d8 force) |
| Full Attack | +5 staff of unbinding +62/+57/+52/+47 melee (2d6+29 plus 4d8 force) |
| Space / Reach | 10 ft. / 10 ft. |
| Special Attacks | unbinding ray, spell inversion, spell-like abilities |
| Special Qualities | damage reduction 30/epic and good and silver; regeneration 20; darkvision 120 ft.; see in darkness; immunity to fire and poison; acid, cold, electricity resistance 30; spell resistance 50; telepathy 500 ft. |
| Senses | darkvision 120 ft., see in darkness, Listen +57, Spot +57 |
| Languages | Infernal, Latin, Hungarian, Celestial; telepathy 500 ft. |
| Saves | Fort +34, Ref +31, Will +37 |
| Abilities | Str 42, Dex 26, Con 32, Int 44, Wis 34, Cha 40 |
| Skills | Concentration +56, Knowledge (arcana) +62, Knowledge (the planes) +62, Spellcraft +62, Sense Motive +57, Listen +57, Spot +57 |
| Feats | Combat Casting, Combat Reflexes, Improved Initiative, Iron Will, Blind-Fight, Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Expertise, Improved Disarm, Improved Trip, Spell Penetration, Greater Spell Penetration, Quicken Spell-Like Ability (greater dispel magic) |
| Environment | Avernus; the Scholomance |
| Organization | unique |
| Treasure | quadruple standard; +5 staff of unbinding |
| Advancement | — (unique) |
Special Attacks
Unbinding Ray (Su). Ranged touch attack +49; range 120 ft.; 12d8 points of force damage. On a hit, one spell of 7th level or lower affecting the target ends. Against a higher-level spell, make a dispel check (1d20 + 30, maximum +30 for this ability) against DC 11 + the effect’s caster level.
Spell Inversion (Su; 3/day). As an immediate action when a caster within 120 feet begins casting, Armaros attempts to counter the spell (dispel check 1d20 + 30 against DC 11 + the caster’s caster level). If he succeeds, the spell is countered. If it targeted Armaros alone, he may reflect it back upon a legally valid original caster instead.
Spell-Like Abilities (caster level 30th; +34 on caster level checks to overcome spell resistance; save DC 25 + spell level, Charisma-based): At will—detect magic, greater dispel magic (up to 3/day as a free action using Quicken Spell-Like Ability), dimension door, true seeing; 3/day—greater teleport (self plus carried objects), maze, wall of force, prismatic wall; 1/day—mage’s disjunction, time stop, plane shift.
Special Qualities
Infernal Scholarship (Ex). Armaros can take 10 on Spellcraft and Knowledge (arcana) checks even while threatened. He identifies magic items and spell effects using ordinary skill checks; he does not gain unlimited information without observing a subject.
Regeneration (Ex). Good-aligned epic weapons and spells with the good descriptor deal normal damage to Armaros and prevent his regeneration for 1 round. He cannot regenerate from death.
The Scholomance: Lair and Influence
Within the academy’s sealed rooms, Armaros knows the position of every approved lecture and every active contract glyph. Voices rise from empty classrooms when a pupil repeats a phrase from the wrong volume. Spells may unravel at a door whose conditions a visitor has failed to read. Outside, the mountain wind shifts strangely when the dragon in the lower basin grows restless; storms are consequences of living power, not mere decoration.
Armaros’s influence is concentrated around his chambers, teachers and agreements. He does not automatically know the activities of every graduate, command every warlock in Europe or weaken every spell across the Carpathians. His strongest effects require a direct working, a ward placed in advance or the confines of the school. Those limits are precisely what make an adventure against him possible.
Encounters and Adventure Hooks
The Unbinding Petition
A curse threatens an entire household. Armaros can unravel it, but he wants the oldest surviving family promise in payment. If the characters deliver it, they discover why the curse was woven into the original bargain.
Thirteen Empty Desks
A pupil begs the party to find the missing thirteenth. The scholar remains alive, yet every attempt to locate them opens a door to a different year in the academy’s history.
The Book That Corrects Its Reader
A valuable grimoire leaves marginal notes in the handwriting of whoever studies it. Armaros is willing to trade for it because the book contradicts an established theorem. Its previous owner wants it burned before anyone learns their greatest mistake.
Reversal of the Oath
A Hellish court offers a reward for Armaros’s secret method of breaking a ducal pact. The characters must choose between theft, bargain and honest research; the archmage has arranged a test for each approach.
Earlier Depictions
Additional portraits of Armaros, retained from the bestiary’s earlier illustrations.
Legends and Sources
Armaros’s epithet recalls older stories of spirits that teach mortals how to loosen enchantments. Accounts of the Scholomance draw upon Carpathian traditions of hidden schools, weather-working scholars and an extraordinary master who claims one pupil from a company of thirteen. In the mountains, these tales are warnings told at the hearth long before a traveller sees the school’s entrance.
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