In my home campaign, our heroes found themselves transported back in time to the rebellion against the Wizard King—though as they discovered later, they were actually trapped in a living dungeon’s memories of that era. These were some of the foes they encountered: brutal enforcers of the Wizard King’s rule.
It’s possible these miscreants will show up in a future 13th Age supplement. If so, I’ll be interested to see what turn into after a proper development pass. But when I ran them they were fun and challenging to fight!
Note that the Wizard King knight’s defense against non-spell attacks is a hack of the Pearl Legion’s destined not to die ability from Book of Ages. I liked the idea of the Wizard King’s elite knights being nearly unbeatable except by magic. Destined not to die lent itself well to that idea.
Building battles: As befits troops in service to the world’s most powerful wizard, a squad operating in a hostile area typically includes a coursing manticore (from the 13th Age Bestiary) or some other fearsome magical monster for extra intimidation and firepower.
Wizard King Grunt
If it weren’t obvious already, the poor equipment issued to these wretches makes it clear that their primary function in battle is to get in the way of attacks.
7th level mook [humanoid]
Initiative: +7
Government issue spear +12 vs. AC—18 damage
Natural 1-5: The spear breaks and is unusable for the rest of the battle. Replace with fists, I guess?.
Fists, I guess? +12 vs. AC—6 damage
R: Government issue crossbow +12 vs. AC—18 damage
Natural 1-5: The crossbow breaks and is unusable for the rest of the battle
AC 23
PD 21 HP 27 (mook)
MD 17
Wizard King Stormtrooper
They aren’t too bright, and they aren’t very good shots, but their loyalty to the Wizard King is absolute.
7th level troop [humanoid]
Initiative: +9
Standard issue broadsword +12 vs. AC—28 damage
R: Standard issue wand +10 vs. AC—20 damage
R: Suppressing fire +12 vs. PD (1d4 nearby or far away targets)—target is stuck until the beginning of the Wizard King stormtrooper’s next turn.
Limited use: Only usable when not engaged with an enemy.
Weak-minded: Wizard King stormtroopers are trained to obey those in authority without question, leaving them with a lower than normal Mental Defense.
AC 20
PD 21 HP 100
MD 10
Wizard King Captain
Drawn from the ranks of the lesser nobility, the Wizard King gives them access to a fragment of arcane power that makes them and the troops they lead more deadly as the battle rages on.
7th level leader [humanoid]
Initiative: +12
Officer’s longsword +12 vs. AC—28 damage, and each nearby Wizard King stormtrooper deals +5 damage with its next attack this battle that hits.
R: Officer’s wand +12 vs. AC—28 damage
Defend me! Once per battle when an attack reduces the Wizard King captain to half its hit points or fewer, any Wizard King grunts and Wizard King stormtroopers in the battle may move toward the Wizard King captain as a free action, popping free if they are engaged.
For the Wizard King! The Wizard King captain adds the Escalation Die to their attacks up to a maximum bonus of +3. In addition, Wizard King stormtroopers in the battle add the Escalation Die to their attacks to a maximum bonus of +2.
AC 23
PD 17 HP 108
MD 21
Wizard King Knight
In return for their eternal loyalty, the Wizard King made his paladins almost impossible to kill by normal means. They roam the kingdom on their warhorses, performing great and terrible deeds that all may know and fear his name.
8th level wrecker [humanoid]
Initiative: +13
Foe-scattering sword +13 vs. AC—38 damage
Natural even hit: If the Wizard King knight is mounted, its warhorse makes a foe-scattering strike attack as a free action.
[special trigger] Foe-scattering strike +13 vs. AC (all enemies engaged with the Wizard King knight)—18 damage, and the target pops free
R: King-given wand +13 vs. AC—38 damage of a random energy type (1d4):
- Cold
- Fire
- Lightning
- Thunder
For the Wizard King! The Wizard King knight adds the Escalation Die to their attacks.
No earthly weapon can kill me: If a non-spell attack that hits the Wizard King knight would reduce it to 0 hit points, that attack misses instead. The knight still takes non-spell miss damage, and can be killed by non-spell miss damage. Spell attacks kill the knight normally.
AC 24
PD 22 HP 144
MD 18
Countess Magdalena the Duelist
The countess is the most feared swordfighter in the kingdom. “The Duelist” is what they call her to her face—behind her back, in whispers, they call her “the Decapitator”. She hears them whisper, and she smiles.
8th level spoiler [humanoid]
Initiative: +15
Unerring blade +14 vs. AC—40 damage
Natural 16+: The target is also vulnerable (crit range expands by 2, to 18+)
R: Fire opal ring +12 vs. PD (1d3 + 1 nearby creatures in a group)—30 fire damage, and 10 ongoing fire damage
Natural even hit: The target takes 20 ongoing fire damage instead of 10
Miss: 15 fire damage, and 5 ongoing fire damage
Limited use: 2/battle
R: Sapphire ring +12 vs. PD (2 attacks)—30 cold damage
Natural 16+: The target is stuck and takes 10 ongoing cold damage
Limited use: 2/battle.
C: Terrifying demonstration +13 vs. MD—The countess gains a fear aura against the target until the end of the battle
[special trigger] Fear aura: While engaged with the countess, if the target has 48 hp or fewer, it’s dazed (–4 attack) and does not add the escalation die to its attacks.
The more foes, the merrier: Enemies engaged with the countess at the end of their turn take damage equal to 5 times the escalation die (0-5-10-15-25-30) if they have not taken damage since the end of their last turn.
You’re too easily distracted: The countess has a +2 bonus to disengage checks.
The secret of the ring: When the countess drops to 0 hp, her body dies but her life force lives on inside the gemstone in her fire opal ring. There, she awaits the day when the Wizard King calls her forth and grants her a new, undying body.
AC 24
PD 18 HP 144
MD 22
Lunar wand icon by Delapouite under CC BY 3.0
13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.