I based this off of the 3E MM2 version (not familiar with any other). Because it can cast so many spells, I figured it needed to be at least an Elite, if not a Solo, monster. And because I thought it should be something of a glass cannon, I made it an Artillery monster, though it has some Controller aspects and could definitely be retooled in that direction. The number of actions it can take per round might be a bit much for an elite monster, but I figured it might act as sort of a baby solo in this regard, having some of the punch without all of the staying power.
Spell Weaver Raider
Level 15 Elite Artillery
Medium immortal humanoid XP 2,400
Init +12
Senses Perception +13; darkvision, truesight 6
HP 214;
Bloodied 107
AC 29;
Fort 23,
Ref 29,
Will 30
Immune charm
Saving Throws +2
Speed 6, teleport 6
Action Points 1
Slam (standard; at-will)
+18 vs. AC; 1d6-1 damage.
Force Missile (standard; at-will) ♦
Force
Requires one hand; ranged 20; +20 vs. Reflex; 2d6+7 force damage and the target is pushed 1 square.
Scorching Ray (standard; at-will) ♦
Fire
Requires one or two hands; ranged 10; +20 vs. Reflex, one or two attacks; 2d6+7 fire damage and ongoing 5 fire damage (save ends).
Acid Orb (standard; at-will) ♦
Acid
Requires three hands; ranged 10; +20 vs. Reflex; 1d8+7 acid damage and the target is blinded (save ends).
Chain Lightning (standard; encounter) ♦
Lightning
Requires four hands; ranged 10; +18 vs. Reflex; 3d10+7 lightning damage, and make up to three secondary attacks. Secondary Attacks: ranged 10 (from primary target); +18 vs. Reflex; 1d10+7 lightning damage.
Cone of Cold (standard; recharge
) ♦
Cold
Requires four hands; close blast 5; +18 vs. Fortitude; 3d8+7 cold damage and the target is immobilized (save ends). Aftereffect: The target is slowed (save ends).
Bewildering Mist (standard; sustain minor; encounter) ♦
Psychic, Zone
Requires four hands; area burst 1 within 10; +18 vs. Will; 2d10+7 psychic damage and the target is dazed (save ends). If a creature moves into the zone, make a secondary attack. Secondary Attack: +18 vs. Will; target is dazed (save ends).
Shield (minor; at-will) ♦
Force
Requires two hands; the spell weaver gains a +4 bonus to AC until the end of its next turn.
Globe of Invulnerability (standard; recharge
)
Requires two, three, or four hands; the spell weaver gains a +4 bonus to Fortitude, Reflex, and/or Will defense until the end of its next turn.
Invisibility (minor; at-will)
The spell weaver becomes invisible until the end of its next turn, or until it attacks.
Chromatic Disk (minor, encounter)
The spell weaver recharges one of its powers.
Spell Weaving
As a standard action, a spell weaver can use one or more of its hands to employ powers that require hands. The spell weaver has six hands, and as a standard action can use as many powers as it wants, so long as they do not require more than six hands total.
Align Unaligned
Languages telepathy unlimited (spell weavers only)
Skills Arcana +19
Str 9 (+6)
Dex 20 (+12)
Wis 22 (+13)
Con 11 (+7)
Int 25 (+14)
Cha 17 (+10)