Sample Dragon Heresy NPC/Foe: the Archmage
STR
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DEX
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CON
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INT
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WIS
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CHA
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10
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14
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12
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20
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15
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16
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|
0
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+2
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+1
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+5
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+2
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+3
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Defenses
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Wound Thresholds
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|
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Threat DC
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12
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Morale
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Injury
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KO
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Death
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|
Hit DC
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24
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0-3
|
4-6
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7-12
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13+
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|
|
|
|
|
|
|
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DR
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0*
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Control Thresholds
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||||
Vigor
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99
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Grab
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Grapple
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Restr.
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Incap.
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Vigor Dice
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18d8+18
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0-3
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4-6
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7-12
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13+
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Throws. Int +9, Wis +6
Arcana +13, History +13
Resistance. damage from spells; nonmagical bludgeoning, piercing, and
slashing (from stoneskin)
passive Perception 12
any six languages.
12 (8,400 XP)
archmage has advantage on saving throws against spells and other magical
effects.
archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 17, +9 to hit with spell attacks). The archmage can cast
disguise self and invisibility at will and has the following wizard spells
prepared:
(at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
level (4 slots): detect magic, identify, mage armor*, magic missile
level (3 slots): detect thoughts, mirror image, misty step
level (3 slots): counterspell, fly, lightning bolt
level (3 slots): banishment, fire shield, stoneskin*
level (3 slots): cone of cold, scrying, wall of force
level (1 slot): globe of invulnerability
level (1 slot): teleport
level (1 slot): mind blank*
level (1 slot): time stop
Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
dedicated to the study of the arcane arts. Benevolent ones counsel kings and
queens, while evil ones rule as tyrants and pursue lichdom. Those who are
neither good nor evil sequester themselves in remote towers to practice their
magic without interruption.
archmage’s abode has numerous magical wards and guardians to discourage
interlopers.