No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 12 (8,400 XP), Medium humanoid (any race), Any Alignment
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +9
Senses passive Perception 12
Languages any six languages
Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster whose spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks), with access to a wide range of spells up to 9th level, including fireball, cone of cold, and time stop.
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.
How hard a fight? Against a party of four, a single archmage is deadly at levels 1–8, hard at levels 9–10, medium at levels 11–12 and easy at levels 13–18, and barely a challenge from level 19. Add allies or more foes in the encounter generator.
Where you'll find it: towns and cities.
Story hooks
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.