Create a custom monster, using Mage as your template.
Don't worry about things like ability scores or hit dice... just choose exactly how many hit points you think it will need in the encounter, and give it that many.
Adjust the spells to be the ones you want. The wizard likely won't last too long, so focus only on its most powerful spell slots (and maybe some defensives like shield.
As it stands, the Mage is probably a lot for your level 4 party to deal with - if he gets off 2 x fireball then you might have a TPK, even though it only has 40 hit points and might go down without getting a spell off.
Increase his hit points to 70, so he will last a couple of turns at least.
Reduce him to a 7th level spellcaster, with only one 4th level spell slot, and get rid of Greater Invisibility which your party might not be able to handle.
Remove fireball altogether. Since he's down-levelled, no need to replace it.
Or, if you want, just build a wizard in the Character builder, and make them level 6 or 8, with spells and items you think they'd have.
(This is made under the assumption that this would be a boss fight, and not a quick KO. Also, l recommend having them use items that, should they die, the party can loot some gear they could use, or if they're saved, can be a reward.)
Or, if you want, just build a wizard in the Character builder, and make them level 6 or 8, with spells and items you think they'd have.
(This is made under the assumption that this would be a boss fight, and not a quick KO. Also, l recommend having them use items that, should they die, the party can loot some gear they could use, or if they're saved, can be a reward.)
Using higher level characters as NPC enemies generally doesn't work well. At level 8, he can cast a single level 4 fireball that will potentially take out the entire party, but has on average 46 hit points (including +2 con modifier), so the PCs can potentially kill him in a single turn without him getting off a single spell. PCs are all low hit points, high damage, which doesn't make for strong encounters.
What outcome do you want from this? Chances are the PC's will want to save the mayor rather than just fight them. Do the PCs have a chance to save them?
If the PCs can notice a glowing amulet to smash or somethng to break the hold on the mayor, then make them more powerful and treat it more like a deadly puzzle (which can be solved by just killing the mayor).
Try to make sure you give the players options - you can't write what they will do, only what they are given to work with!
What outcome do you want from this? Chances are the PC's will want to save the mayor rather than just fight them. Do the PCs have a chance to save them?
If the PCs have access to Calm Emotions or Dispel Magic, ending the Dominate Person cast on the mayor is definitely an option.
Create a custom monster, using Mage as your template.
Don't worry about things like ability scores or hit dice... just choose exactly how many hit points you think it will need in the encounter, and give it that many.
Adjust the spells to be the ones you want. The wizard likely won't last too long, so focus only on its most powerful spell slots (and maybe some defensives like shield.
As it stands, the Mage is probably a lot for your level 4 party to deal with - if he gets off 2 x fireball then you might have a TPK, even though it only has 40 hit points and might go down without getting a spell off.
Increase his hit points to 70, so he will last a couple of turns at least.
Reduce him to a 7th level spellcaster, with only one 4th level spell slot, and get rid of Greater Invisibility which your party might not be able to handle.
Remove fireball altogether. Since he's down-levelled, no need to replace it.
Create a custom monster, using Mage as your template.
Don't worry about things like ability scores or hit dice... just choose exactly how many hit points you think it will need in the encounter, and give it that many.
Adjust the spells to be the ones you want. The wizard likely won't last too long, so focus only on its most powerful spell slots (and maybe some defensives like shield.
As it stands, the Mage is probably a lot for your level 4 party to deal with - if he gets off 2 x fireball then you might have a TPK, even though it only has 40 hit points and might go down without getting a spell off.
Increase his hit points to 70, so he will last a couple of turns at least.
Reduce him to a 7th level spellcaster, with only one 4th level spell slot, and get rid of Greater Invisibility which your party might not be able to handle.
Remove fireball altogether. Since he's down-levelled, no need to replace it.
Create a custom monster, using Mage as your template.
Don't worry about things like ability scores or hit dice... just choose exactly how many hit points you think it will need in the encounter, and give it that many.
Adjust the spells to be the ones you want. The wizard likely won't last too long, so focus only on its most powerful spell slots (and maybe some defensives like shield.
As it stands, the Mage is probably a lot for your level 4 party to deal with - if he gets off 2 x fireball then you might have a TPK, even though it only has 40 hit points and might go down without getting a spell off.
Increase his hit points to 70, so he will last a couple of turns at least.
Reduce him to a 7th level spellcaster, with only one 4th level spell slot, and get rid of Greater Invisibility which your party might not be able to handle.
Remove fireball altogether. Since he's down-levelled, no need to replace it.
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Increase his hit points to 70, so he will last a couple of turns at least.
Reduce him to a 7th level spellcaster, with only one 4th level spell slot, and get rid of Greater Invisibility which your party might not be able to handle.
Remove fireball altogether. Since he's down-levelled, no need to replace it.
Some of this is good advice, but I don't recommend increasing the mayor's HP maximum. A well-played wizard can manage to stay out of dangerous melee and use spells to defend itself, rather than needing excessive protection from excess HP (although increasing the wizard's constitution is okay to an extent). I would also keep Fireball - the party can avoid this being a big problem by spreading out and dealing the wizard lots of damage quickly, and it is in character to include Fireball in the spell list.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Hi. I've got an idea I need help with.
My level 4 party (of 4) have met with a town mayor (a wizard).
I'd like my bbeg to turn him on the party using dominate person, but im unsure how to create a profile for him for the encounter.
Should I just create a normal wizard character? But if so what level so I aim for?
Open to all ideas!
Thanks
The DMG has some NPCs of various types, just pick one of those.
Have a look at https://www.dndbeyond.com/monsters?filter-type=11&filter-source=3
Create a custom monster, using Mage as your template.
As it stands, the Mage is probably a lot for your level 4 party to deal with - if he gets off 2 x fireball then you might have a TPK, even though it only has 40 hit points and might go down without getting a spell off.
Thanks! I think I'll use the mage profile as the base and HP etc play by ear as the encounter unfolds!
Or, if you want, just build a wizard in the Character builder, and make them level 6 or 8, with spells and items you think they'd have.
(This is made under the assumption that this would be a boss fight, and not a quick KO. Also, l recommend having them use items that, should they die, the party can loot some gear they could use, or if they're saved, can be a reward.)
Using higher level characters as NPC enemies generally doesn't work well. At level 8, he can cast a single level 4 fireball that will potentially take out the entire party, but has on average 46 hit points (including +2 con modifier), so the PCs can potentially kill him in a single turn without him getting off a single spell. PCs are all low hit points, high damage, which doesn't make for strong encounters.
What outcome do you want from this? Chances are the PC's will want to save the mayor rather than just fight them. Do the PCs have a chance to save them?
If the PCs can notice a glowing amulet to smash or somethng to break the hold on the mayor, then make them more powerful and treat it more like a deadly puzzle (which can be solved by just killing the mayor).
Try to make sure you give the players options - you can't write what they will do, only what they are given to work with!
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If the PCs have access to Calm Emotions or Dispel Magic, ending the Dominate Person cast on the mayor is definitely an option.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Some of this is good advice, but I don't recommend increasing the mayor's HP maximum. A well-played wizard can manage to stay out of dangerous melee and use spells to defend itself, rather than needing excessive protection from excess HP (although increasing the wizard's constitution is okay to an extent). I would also keep Fireball - the party can avoid this being a big problem by spreading out and dealing the wizard lots of damage quickly, and it is in character to include Fireball in the spell list.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Thanks for the replies.
Ideally they won't kill.him and will want to either break the spell and return to the city with him.
Decided on using the mage profile as written, and maybe add a few extra HP if it's needed.