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General Archie

Archie, the Half-Dragon CR: 12

Medium humanoid, chaotic evil
Armor Class: 18 (Natural Armour)
Hit Points: 149 (12D12+60)
Speed: 40 ft

STR

21 +5

DEX

16 +3

CON

20 +5

INT

8 -1

WIS

14 +2

CHA

10 +0

Saving Throws: Strength +9, Constitution +9
Skills: Animal Handling +6, Athletics +9, Intimidation +4, Perception +6, Stealth +7, Survival +6
Damage Resistances: Fire, Poison; Bludgeoning, Piercing, and Slashing (when raging)
Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 16
Languages: Common, Abyssal, Draconic, Giant
Challenge Rating: 12
Proficiency Bonus: +4

Special Equipment. Archie carries a Belt of Hill Giant Strength (which without it his strength score is reduced to 10), Arcane Securing Straps (which are attached to the belt), and a Cigar of Perpetual Flame.   Magic Resistance. Archie has advantage on saving throws against spells.   Poison Resistance. Archie has advantage on saving throws he makes to avoid or end the poisoned condition on himself.   Danger Sense. Archie has advantage on Dexterity saving throws against effects that he can see, when not blinded, deafened, or incapacitated.   Feral Instinct. Archie has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn't incapacitated, he can act normally on his first turn, but only if he enters a rage before doing anything else on that turn.   Relentless Rage. If Archie drops to 0 hit points while raging and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, you drop to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

Actions

Multiattack. Archie makes two attacks with his Bloodaxe. When he does, he can choose to apply either of the following effects:

  • Reckless Attack. When Archie makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on the melee weapon attack, but attack rolls against you have advantage until his next turn.
  • Great Weapon Master. Before making a melee attack with a heavy weapon, Archie can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.
Additionally, on his turn, when he score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, Archie can make one attack with his Bloodaxe as a bonus action.   Bloodaxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1D12+7 slashing damage, plus 1D6 necrotic damage if the target wasn't a construct or undead, plus +3 slashing damage if raging. If the target is a creature and Archie rolls a 20 on the D20 for the attack roll, the target takes an additional 1D12 slashing damage. If he reduces a non-construct or non-undead a creature to 0 hit point, he gains 10 temporary hit points.   Fire Breath (Recharge 5–6). Archie exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7D6 fire damage on a failed save, or half as much damage on a successful one.   Magic Awareness (4/Day). Archie open his awareness to the presence of concentrated magic. Until the end of your next turn, her knows the location of any spell or magic item within 60 feet of him that isn’t behind total cover. When he senses a spell, he learns which school of magic it belongs to.   Bolstering Magic (4/Day). Archie touches one creature (which can be himself) and confers one of the following benefits of your choice to that creature:
  • For 10 minutes, the creature can roll a D3 whenever making an attack roll or an ability check and add the number rolled to the D20 roll.
  • Roll a D3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

Bonus Actions

Rage (5/Day). Archie becomes imbued with primal ferocity for 1 minute. While raging, following benefits: He has advantage on Strength checks and Strength saving throws. When he makes an attack with his Bloodaxe, he gains a +3 bonus to the damage roll (already applied). You have resistance to bludgeoning, piercing, and slashing damage(already applied). In addition to these benefits, he can move up to 20ft. this turn and he must roll a D8 to determine an additional magical effect from the Wild Magic Table:   Wild Magic Table

  1. Each creature of Archie's choice that he can see within 30 feet of you must succeed on a DC 17 Constitution saving throw or take 1D12 necrotic damage. He also gains 1D12+12 temporary hit points.
  2. Archie teleport up to 30 feet to an unoccupied space he can see. Until his rage ends, Archie can use this effect again on each of his turns as a bonus action.
  3. An intangible spirit, which looks like a red dragon, appears within 5 feet of one creature of Archie's choice that he can see within 30 feet of him. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 1D6 force damage. Until your rage ends, Archie can use this effect again, summoning another spirit, on each of his turns as a bonus action.
  4. Magic infuses Archie's Bloodaxe. Until his rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves Archie's hand, the weapon reappears in his hand at the end of the current turn.
  5. Whenever a creature hits Archie with an attack roll before his rage ends, that creature takes 1D6 force damage, as magic lashes out in retribution.
  6. Until his rage ends, Archie is surrounded by multicolored, protective lights; he gains a +1 bonus to AC, and while within 10 feet of him, his allies gain the same bonus.
  7. Blackened roots and vines temporarily grow around Archie; until his rage ends, the ground within 15 feet of Archie is difficult terrain for his enemies.
  8. A bolt of light shoots from Archie's mouth. Another creature of his choice that he can see within 30 feet of him must succeed on a DC 17 Constitution saving throw or take 1D6 radiant damage and be blinded until the start of his next turn. Until his rage ends, Archie can use this effect again on each of your turns as a bonus action.
Archie's rage ends early if he is knocked unconscious or if he ends his turn without attacking a hostile creature or taking damage. He can also end your rage on your turn as a bonus action.

Reactions

Unstable Backlash. While raging, immediately after he takes damage or fails a saving throw, Archie can use his reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces his current Wild Magic effect.

Physical Description

Apparel & Accessories

  • Bloodaxe
  • Arcane Securing Straps
  • Belt of Hill Giant Strength
  • Cigar of Perpetual Flame

Mental characteristics

Personal history

Archie was once a yuan-ti malison warrior from Okarthel in The Ophidian Rainforest. He was known for his fearlessness and desire for power amongst his commrades. One day, he famously killed the leader of the city and lead a campaign to conquor the other yusn-ti cities of Tilsin-Vhira and Suturi, where he did the same, uniting them all under his rule.     In the year that followed, Archie heard that Queen Ixenvor, the ruler of The Darastrix Dominion, had sent out a call to retrieve and orb of dragonkind for her, promising riches to the race who could provide it to her. He was the lone yuan-ti to survive the journey across The Endless Sands, where he teams up with the goblin Torok, the orc Ogog and the minotaur Mork to find the orb. In the end, he successfully deliever the orb to Ixenvor, killing Mork in the process and secured wealth for his people.   As a reward for his action, Arch was transformed in a red half-dragon and given command of The Red Scales, Ixenvor's army. He lead the army for two years, during which time he collect tithe from across the dominion to aid Ixenvor in ascending to great wyrm status. On the day of the ritual however, Ixenvor was killed and the volcano above his barrack in Thrinzilk errupted. Archie does not know the true cause of Ixenvor's death, assuming the ritual failed and cause the erruption, however he along with most of The Red Scales were able to survive the eruption.   Now queenless, and in a land with no ruler, Archie turns his vision (and his army) to the future and what it might bring him.

Personality Characteristics

Motivation

Get into fights, achieve glory in battle.

Social

Speech

Australian Accent
Alignment
Chaotic Evil
Current Location
Species
Ethnicity
Red
Other Ethnicities/Cultures
Year of Birth
472 28 Years old
Birthplace
Okarthel
Children
Gender
Male (he/him)
Aligned Organization

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