Warduke (5e Creature)

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Warduke[edit]

Medium humanoid (human), neutral evil


Armor Class 19 (Adamantine half-plate and spellguard shield)
Hit Points 175 (18d10+72)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Str +10, Cos +9, Wis +8
Skills Athletics +10, History +6, Insight +8, Intimidation +9, Persuasion +9, Survival +8
Senses darkvision 60 ft., passive perception 13
Languages Abyssal, Common, Infernal
Challenge 15 (13,000 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.

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.

ACTIONS

Multiattack. Warduke makes three attacks, two with his Flame Tongue Sword and one with his Dagger of Venom.

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.

Dagger of Venom. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) piercing damage and the target creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute.


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A classic AD&D villain revamped for 5e. Originally a close friend of Strongheart the paladin, the Warduke became the paladin's archenemy when exposed to a magical item called the Heartstone, which brought Warduke's cruel nature to the fore. He is a close ally of a woman named Skylla, an evil wizard. Warduke is loved by one woman, a formerly good cleric named Raven, and hated by another, a good cleric named Mercion. He works under the evil Sorcerer Kelek, but he and Skylla plan to overthrow him once all the good fighters are defeated.

Warduke came to prominence after the Greyhawk Wars, spreading terror among the soldiers, fighting societies, and mercenaries of the Flanaess to the Barrier Peaks. Warduke was quickly recruited by the Horned Society to aid in their rebuilding, and was eventually made a leader of the organisation himself. Thanks to striking many deals with otherwordly fiends, Warduke has amassed a formidable assortment of magical weapons and armors.

Warduke's Helm.

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. and 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.


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