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Strumgar NPCs (WIP)
Strumgar NPCs (WIP)
Later in life while in port somewhere in the world, he met an eccentric wizard that sought passage to
Port Duran. The wizard offered to teach him knowledge of the arcane arts, as well as a good sum of gold
and supplies. Zudotaka took up his offer and off they sailed to Port Duran.
During his plundering of a certain kingdom in a distant land, Zudotaka encountered a group of knights.
He allied himself with a necromancer. While the knights were busy with the necromancer, he exploited
the gaps in security and performed a heist. He stole the king’s scepter along with gold and expensive
jewelry.
Innate Spellcasting (Psionics): The mage’s spellcasting ability is INT (spell save DC 16). It can innately cast
the following spells, requiring no components:
At will: encode thoughts, friends
3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
1/day each: dominate person, mass suggestion, modify memory
ACTIONS
Scimitar: Melee Weapon Attack: +5 to Hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Innate Spellcasting (Psionics): The mage’s spellcasting ability is INT (spell save DC 16). It can innately cast
the following spells, requiring no components:
At will: encode thoughts, friends
3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
1/day each: dominate person, mass suggestion, modify memory
Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). The mage has the following spells prepared:
Cantrips (at will): firebolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, magic missile, shield, silvery barbs
2nd level (3 slots): misty step, crown of madness
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): charm monster, greater invisibility
5th level (1 slot): cone of cold
ACTIONS
Scimitar: Melee Weapon Attack: +5 to Hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Special Equipment: The archmage wears a spies’ murmur and a master’s amulet that controls a Shield
Guardian. The archmage holds a +2 arcane grimiore.
Magic Resistance: The archmage has advantage on saving throws against spells and other magical
effects.
Innate Spellcasting (Psionics): The archmage’s spellcasting ability is INT (spell save DC 17). It can innately
cast the following spells, requiring no components:
At will: encode thoughts, friends
3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
1/day each: dominate person, mass suggestion, modify memory
Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is INT (spell save DC 19, +11
to hit with spell attacks).The archmage can cast shield and misty step at will and has the following wizard
spells prepared:
Cantrips (at will): chill touch, light, mage hand, prestidigitation, toll the dead
1st level (4 slots): detect magic, false life, magic missile, silvery barbs
2nd level (3 slots): arcane lock, crown of madness, hold person
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): banishment, charm monster, greater invisibility
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): disintegrate
7th level (1 slot): similacrum
8th level (1 slot): feeblemind
9th level (1 slot): time stop
ACTIONS
Scimitar: Melee Weapon Attack: +5 to Hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Proficiency: +6
Legendary Resistance (3/Day): If Adelmira fails a saving throw, she can choose to succeed it instead.
Draconic Resilience: Adelmira’s dragon ancestry manifests as golden scales decorating her body. When
she is not wearing armor, her Armor Class equals 13 + her DEX modifier. Her hit point maximum also
increases by 18.
Magic Resistance: Adelmira has advantage on saving throws against spells and other magical effects.
Spellcasting: Adelmira is an 18th-level spellcaster. Her spellcasting ability is INT (spell save DC 19, +11 to
hit with spell attacks). Adelmira can cast absorb elements and scorhing ray at will and has the following
wizard spells prepared:
Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost, toll the dead
st
1 level (4 slots): detect magic, magic missile, shield, silvery barbs
nd
2 level (3 slots): hold person, invisibility, mirror image, misty step
rd
3 level (3 slots): animate dead, bestow curse, counterspell, lightning bolt
th
4 level (3 slots): blight, sickening radiance
th
5 level (3 slots): cloudkill, scrying
th
6 level (1 slot): disintegrate, create undead
th
7 level (1 slot): finger of death, forcecage
th
8 level(1 slot): dominate monster, power word stun
th
9 level (slot): power word kill
ACTIONS
Paralyzing Touch: Melee Spell Attack: +11 to Hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
Adelmira can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s
turn. Adelmira regains spent legendary actions at the start of her turn.
Cantrip. Adelmira casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Adelmira uses her paralyzing touch.
Frightening Gaze (Costs 2 Actions). Adelmira fixes her gaze on one
creature she can see within 0 feet of her. The target must succeed on a DC
17 Wisdom saving throw against this magic or become frightened for 1
minute. The frightened target an repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is immune to
Adelmira’s frightening gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of
Adelmira must make a DC 17 Constitution saving throw against this magic,
taking 21 (6d6) necrotic damage on a failed save, or half as much damage
on a successful one.
Proficiency: +6
Legendary Resistance (3/Day): If Adelmira fails a saving throw, she can choose to succeed it instead.
Draconic Resilience: Adelmira’s dragon ancestry manifests as golden scales decorating her body. When
she is not wearing armor, her Armor Class equals 13 + her DEX modifier. Her hit point maximum also
increases by 18.
Magic Resistance: Adelmira has advantage on saving throws against spells and other magical effects.
Metamagic (5/Long Rest): Adelmira has mastered her magic. She has an ability to twist her spells, giving
it miraculous effects. She can choose from the following options when casting a spell :
Subtle Spell: When Adelmira casts a spell, she can cast it without any somatic or verbal
components.
Heightened Spell: When Adelmira casts a spell that forces a creature to make a saving throw to
resist its effects, she can give the targets of the spell disadvantage on their first saving throw.
Quickened Spell: When Adelmira casts a spell that has a casting time of 1 action, she can change
the casting time to 1 bonus action.
Spellcasting: Adelmira is an 18th-level spellcaster. Her spellcasting ability is INT (spell save DC 19, +11 to
hit with spell attacks). Adelmira can cast absorb elements and scorhing ray at will and has the following
wizard spells prepared:
Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost, toll the dead
st
1 level (4 slots): detect magic, magic missile, shield, silvery barbs
nd
2 level (3 slots): hold person, invisibility, mirror image, misty step
rd
3 level (3 slots): animate dead, bestow curse, counterspell, lightning bolt
th
4 level (3 slots): blight, sickening radiance
th
5 level (3 slots): cloudkill, scrying
th
6 level (1 slot): disintegrate, create undead
th
7 level (1 slot): finger of death, forcecage
th
8 level(1 slot): dominate monster, power word stun
th
9 level (slot): power word kill
ACTION
Dragon Wings: Adelmira can sprout dragon wings, giving her a flying speed of 50 feet. She can dismiss
these wings as bonus action.
P aralyzing Touch: Melee Spell Attack: +11 to Hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
Adelmira can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s
turn. Adelmira regains spent legendary actions at the start of her turn.
Cantrip. Adelmira casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Adelmira uses her paralyzing touch.
Frightening Gaze (Costs 2 Actions). Adelmira fixes her gaze on one
creature she can see within 0 feet of her. The target must succeed on a DC
17 Wisdom saving throw against this magic or become frightened for 1
minute. The frightened target an repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is immune to
Adelmira’s frightening gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of
Adelmira must make a DC 17 Constitution saving throw against this magic,
taking 21 (6d6) necrotic damage on a failed save, or half as much damage
on a successful one.