KING

Archmage

Humanoid · Crown of Deception

T3d8MajorArchmageSpellcasterHumanoid

A master of arcane arts who wields devastating magical power. Archmages are among the most dangerous individuals in the realm, capable of reshaping the battlefield with a word.

Tier 3  ·  Role Major  ·  Pool Vigor 5 / Vitality 6  ·  AC 11  ·  ATK +3  ·  Save DC 15  ·  Dmg d8

AC118 base + 3 Sense
Vigor5Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body6-2-d3
Mind20+5d10
Sense16+3d6
Heart14+2d4
Cunning18+4d8
Fate18+4d8

Passives

Passive

Spellcasting (high wizardry)

The archmage commands the deep arcane, hurling fire and force and unweaving hostile spells at up to 120 ft. A shimmering ward gives it advantage on saves against spells and magical effects.

Maneuvers

Maneuver

Force Dart

Flicks a bolt of violet force at one creature within 60 ft. No save: the dart strikes true for 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Conflagration

Telegraph · disrupt d6 · Sense save

A mote of flame streaks out and blooms into an inferno in a 20 ft radius within 120 ft. Each creature there makes a Sense save (DC 15): on a failure it takes 3 damage, on a success 1 Vigor damage.

Reactions

Reaction

Shield

When hit by an attack, the archmage throws up a plane of force: +4 AC against that attack, which may turn the hit into a miss. Once per round.

Reaction

Counterspell

When an enemy casts a spell within 60 ft, the archmage snuffs it out and the spell fizzles. Once per round.

Tactics

GM tactics

Stays at maximum range. Opens with Conflagration on grouped enemies. Uses Counterspell against enemy magic. Flees if cornered.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.