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Sample Dragon Heresy NPC/Foe: the Archmage

Sample Dragon Heresy NPC/Foe: the Archmage

A sample NPC/Monster writeup from the Dragon Heresy draft. This started life in the SRD5.1, but has been modified for the new game rules.

Archmage
Medium humanoid (any race), any alignment
Speed 30 ft.

STR
DEX

CON
INT
WIS
CHA
10
14
12
20
15
16
0
+2

+1
+5
+2
+3
Defenses

Wound Thresholds



Threat DC
12
Morale
Injury
KO
Death
Hit DC
24
0-3
4-6
7-12
13+






DR
0*
Control Thresholds
Vigor
99
Grab
Grapple
Restr.
Incap.
Vigor Dice
18d8+18
0-3
4-6
7-12
13+
*mage armor adds DR 1 per spell slot level

Proficiency +4

Saving Throws. Int +9, Wis +6
Skills.Arcana +13, History +13
Damage Resistance. damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Senses.passive Perception 12
Languages.any six languages.
Challenge 12 (8,400 XP)

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

Spellcasting. The 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:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
  1st level (4 slots): detect magic, identify, mage armor*, magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
*The archmage casts these spells on itself before combat.

Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Archmages are powerful (and usually quite old) spellcasters 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.


An archmage typically has one or more apprentice mages, and an archmage�s abode has numerous magical wards and guardians to discourage interlopers.