General Archie
Archie, the Half-Dragon CR: 12
STR
21 +5
DEX
16 +3
CON
20 +5
INT
8 -1
WIS
14 +2
CHA
10 +0
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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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
Personality Characteristics
Motivation
Social
Speech
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Comments