I thought it was time I'd revisit the
material I wrote for creating villains. In this case, I am going to
outline one particular example in the hopes that someone somewhere
will find it useful. Feel free to change any part as needed. The below rules will assume Dungeons & Dragons 5th edition, though it should be reasonably easy to convert it over to any other system.
Stats
Level 5 Wizard
Ability | Score |
---|---|
Strength | 10 |
Dexterity | 10 |
Constitution | 9 |
Intelligence | 11 |
Wisdom | 10 |
Charisma | 18 |
Hit points: 17 (using averages)
Skills: Arcana, Insight, Deception,
Persuasion
Proficiency Bonus: +3
Armor Class: 10 without mage armor, 13
with mage armor
The above ensure though he is a level
5, the spell save DC for his spells is 11. This gives even a level 2
player a chance to survive a spell, though it is still an incredibly
deadly situation to be in for the level 2 party. His low health also
makes it possible to kill for a low level party, especially when
surprise is gained as well.
In general he should be run as a
diplomatic and scheming character.
Appearance
He is a handsome
man of average height. Due to his background, he tends to wear high
quality clothes. He is young with no gray in his hair. When tired he
cannot hide it from his appearance.
Background
Unremarkable in
basically every way except his appearance and silver tongue, the best
way to describe Sator's abilities is average. Coming from money,
magic was taught to him from a young. While he was able to learn a
great deal to the hard work and time he put into learning magic, he
was never considered talented. In general, he is not a perfectionist
and prefers to complete what he started or achieve what he is after
instead. This philosophy runs through all his actions from his study
of magic (even as a young student, he preferred to learn a spell and
move onto another one instead of mastering it) to his personal
endeavors.
As a child he was
frequently sick. Even though he grew stronger with age, he still gets
sick more often than the average person and doesn't have the same
physical endurance. He is painfully aware of this fact and has
learned how to cover up this weakness.
Despite being born
to a rich family, he is fairly good with money. This is mostly
attributed to his ability to talk his way into more advantageous
situations that others could not. He also understands failure is an
option and is quite used to his plans failing, though when
aggregating his endeavors he comes out ahead. When things aren't
going his way or his plan is failing, he is not against making
changes or abandoning the plan altogether.
Why Is He a Villain?
This kind of
villain should be hostile to the players' intentions simply due to
circumstance. For this reason I have left out some parts of his
personality in order to allow the Dungeon Master to pick the opposite
of the player characters (if the players are lawful, he can be
chaotic in order to act against them). This also means he can be made
into a potential ally if the players find a way that can benefit both
parties.
Playing Him
When used against
a lower level party, this kind of villain can still pose a major when
played straight and predictable. Due to his resources and skills he
will outmatch the players. He should also be played as charming and
adaptive to the situation if needed. He should be able to cause
serious grief to the players in the diplomatic arena with his ability
to win the approval of those he speaks to (players included). Sator
does not lie often though he is very good at it and prefers the
half-truth method of lying.
His average
intelligence and wisdom can be played one of major two ways. At times
he can be painfully predictable but at the same time his ideas will
not be a bad one (though it won't be genius either). He is also
capable of extremes where he can have completely flawed ideas and
other times where he can have genius ideas. His ability to
consistently have the full range of quality ideas (even though there
will be more painfully average ideas than genius ones) should help
him be less predictable.
He does not like
combat and tries to avoid conflict by using his speaking skills.
However, he will defend himself if needed while looking for ways to
preserve his own life and his goal. Deciding whether he values his
own life or his goal more should be made on a case by case basis by
the Dungeon Master.
Conclusion
There he is. Feel
free to change him in any way to make him better fit into your game.
If there is anything that needs clarification, feel free to leave a
comment. As always, I hope this helps.
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