
Campaign boss
Dragonwraith
How to use this creature in practice
Scenario opponent with special rules
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 99 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Shadow Explosion: While the supporting channeling mage lives, enemies repeatedly take 800 Dark damage per round. Removing the channel source can matter more than healing its consequences.
- Nether Shock: Hits opponents in front of Dragonwraith for 1,000 Dark damage and removes Life in Death. Check the frontal area rather than only one selected target.
- Might damage
- 1000–1500
- Magic damage
- 0
- Might protection
- 72 %
- Magic protection
- 66 %
- Health
- 70000
- Initiative
- 50
- Combat movement
- 99
- Ranged reach
- —
- Morale
- 0
- Luck
- 0
- Reference growth
- —
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Shadow Explosion
While the supporting channeling mage lives, enemies repeatedly take 800 Dark damage per round. Removing the channel source can matter more than healing its consequences.
Nether Shock
Hits opponents in front of Dragonwraith for 1,000 Dark damage and removes Life in Death. Check the frontal area rather than only one selected target.
Soul Touch
Dragonwraith deals Dark damage and forces the target’s attacks to heal the boss for four rounds. Reference damage is 1,600 and cooldown is one round.
Strength from recovery
Dragonwraith strengthens Might and Magic attacks for every 6,000 health gained. Preventing recovery therefore also limits its future offense.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.