Wednesday, January 30, 2019

Warduke


Warduke

CR 21 XP: 409,600
Male human fighter 20
CE Medium humanoid 
Init +3; Senses Perception +14
AC 42, touch 19, flat-footed 38 (+5 deflection, +5 natural, +7 shield, +11 armor, +3 Dex)
HP 310 (20d10+200)
Fort +27, Ref +14, Will +13
DR 5/adamantine; Immune mind-affecting; SR 30
Speed 30 ft.
Melee Bastard sword +39/+34/+29/+24 melee (3d8 + 21 plus 2d6 anarchic and 1 Con /17-20/x2) and shield +37/+32 melee (3d6 + 11)
Special Attacks Counterattack, fearsome eye, overpowering attack
Str 34, Dex 16, Con 31, Int 13, Wis 15, Cha 20
Base Atk +20; CMB +32; CMD 50
Feats Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Bastard Sword), Greater Weapon Specialization (Bastard Sword), Improved Critical (Bastard Sword), Improved Shield Bash, Improved Two-Weapon Fighting, Legendary Tracker, Mobility, Power Attack, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Whirlwind Attack
Skills Acrobatics +25, Climb +25, Intimidate +28, Knowledge (martial lore) +24, Knowledge (planes) +12, Perception +14, Ride +10, Survival +23, Swim +25
Gear Gauntlets of mighty prowess +6, +5 anarchic wounding bastard sword of human bane, +5 spiked ceremonial war plate armor of moderate fortification, +5 heavy adamantine shield of bashing, Warduke's helm.
Environment any
Organization Solitary (unique)
Treasure Warduke's Helm (Major Artifact)
Warduke's Helm provides a +5 deflection and +5 natural armor bonus to AC and a +5 resistance bonus to saves. It provides spell resistance 32 and immunity to mind-affecting.
Both of the two lesser rubies in the helm's face plate allow a double strength death knell to be cast as a swift action, activated by the wearer's thought. While death knell is in effect, the ruby glows and cannot activate another death knell, thus allowing Warduke to have a maximum of two death knells in effect at any one time.
The large third ruby can store any spell up to 9th level, as a ring of spell storing. The spell can be cast as a swift action requiring only a thought. Warduke usually stores a word of recall, although for important or dangerous missions he has it replaced with limited wish instead.
Fearsome Eye (Su) Warduke's fiendish grafted eyes can continuously see invisibility and see in darkness (as a devil). Furthermore, any creature within 50 feet that meets Warduke's gaze must make a Will save (DC 25) or be paralyzed with fear for 1d4 rounds.

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