The last time I saw him was in Dungeon Magazine #105, where he was given stats updated to 3.5. Here, he was firmly placed in the World of Greyhawk, where he was a member of the Horned Society. After 591 CY, Warduke is a high ranking member of the Society, and a general menace to everyone. You can read about this here: Canonfire: The Horned Society
Here we have Warduke's Wikipedia page: Warduke
The Power Score Blog and Hack & Slash both have nice little retrospectives on the character.
Anyway, here is my 5e take on the character. I took the somewhat unusual step of giving him a full player character class, namely the Battle Master Fighter.
Art by Wayne Reynolds, of course.
Warduke
Medium humanoid (human), lawful evil
Armor Class 18
(adamantine half plate, spellguard shield)
Hit Points
175 (18d10+72)
Speed 30 ft.
Str Dex Con Int Wis Cha
20 (+5) 13 (+1) 18
(+4) 11 (+0) 13 (+1) 14 (+2)
Saving Throws Str +11, Con +10
Skills Athletics +11, History +6,
Intimidation +8, Persuasion +8, Survival +7
Other Proficiencies Dragonchess, Smith’s tools
Senses darkvision 60 ft., passive
Perception 11
Languages Abyssal, Common, Infernal
Challenge 13 (10,000 XP)
Action Surge. On his turn, Warduke can take one
additional action on top of his regular action and possible bonus action.
Warduke may use this ability twice, then must finish a short or long rest
before he can use this ability again.
Battle Master. Warduke has 6 superiority dice,
which are d12s. Warduke knows the following maneuvers (save DC 19): disarming attack, lunging attack,
maneuvering attack, menacing attack, parry, precision attack, riposte, sweeping
attack, trip attack
Fighting Style. Warduke has the Dueling fighting
style, granting a +2 bonus to damage rolls if he is wielding a weapon in one
hand and isn’t wielding any other weapons.
Indomitable. Warduke can reroll a saving throw he
fails. He must accept the new roll. He may use this ability three times between
long rests.
Know Your Enemy. If Warduke spends at least 1 minute
observing or interacting with another creature outside of combat, he can learn
certain information about its capabilities compared to his own. See page 74 of
the Player’s Handbook for specifics.
Relentless. When Warduke rolls initiative, if he
has no superiority dice, he regains 1 die.
Second Wind. On Warduke’s turn, he can use a
bonus action to regain 1d10+18 hit points. He must finish a short or long rest
before he can use this ability again.
Actions
Multiattack. Warduke makes three attacks.
Flame Tongue Longsword. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage plus 7 (2d6) fire
damage if used with one hand, or 11 (1d10+6) slashing damage plus 7 (2d6) fire
damage if used with two hands.
Dagger. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 10 (1d4+8) piercing damage.
Equipment
Adamantine Half Plate. Warduke’s adamantine half plate armor
is made from, you guessed it, adamantine. While he is wearing it, any critical
hits against him become normal hits.
Dagger of Venom. Warduke typically only uses this
weapon for assassinations, rather than open combat. It has +1 to attack and
damage rolls. Warduke may use an action to cause thick, black poison to coat
the blade. The poison lasts for 1 minute or until an attack using this weapon
hits a creature. The creature must succeed on a DC 15 Constitution saving throw
or take 11 (2d10) poison damage and become poisoned for 1 minute. The dagger
can’t be used this way again until the next dawn.
Nightwind. Nightwind is Warduke’s Flametongue
longsword. It has +1 to attack and damage rolls. Warduke may use a bonus action
to speak Nightwind’s command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an
additional 40 feet. When the sword is ablaze, it deals an extra 7 (2d6) fire
damage to any target it hits. The flames last until Warduke uses a bonus action
to speak the command word again or until he drops or sheathes the sword.
Spellguard Shield. While holding this shield, Warduke
has advantage on saving throws against spells and other magical effects, and
spell attacks have disadvantage against him.
Warduke’s
Helm
Wondrous item, very rare (requires
attunement)
This
bat-winged helm has three rubies mounted on the faceplate and shrouds the
wearer’s face in shadow, making it all but impossible to see it. The only thing that can be seen from within
the helm is the wearer’s eyes, which glow a baleful red. Wearing the helm
confers the following benefits:
·
Darkvision
60 ft.
·
Advantage
on Charisma (Intimidate) checks.
·
The
central ruby acts as a ring of spell storing, able to store up to 6 levels
worth of spells at a time. It functions exactly the same as a ring of spell
storing.
Warduke
usually has a word of recall spell
stored in the gem.
No comments:
Post a Comment