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Warduke

Check out Dungeon #105 for more details on the Warduke, D&D's original critical threat.
Warduke    CR19
CE Medium human fighter 19
Init +6; Senses Perception +2
Defense
AC 41, touch 20, flat-footed 34 (+6 Dex, +9 shield, +7 armor, +3 deflection, +1 dodge, +5 natural)
hp 318 (19d10 +190)
Fort +20, Ref +12, Will +8; Modifiers +5 Will vs fear
Immune charm, compulsion
Defensive Abilities Mobility, bravery; SR 30; DR 8/
Offense
Speed 30 ft
Melee bastard sword +32/+27/+21/+17 (1d10+21+1d6 fire; 17-20 x2 plus bane plus anarchic) and shield bash +36 (2d6+14 plus bull rush)
Special Attacks Power Attack, Spring Attack, Improved Vital Strike, Stunning Critical
Statistics
Str 32, Dex 22, Con 28, Int 13, Wis 15, Cha 20
Base Atk +19; CMB +30; CMD 50
Feats Dodge, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Critical (bastard sword), Improved Shield Bash, Mobility, Power Attack, Spring Attack, Two-Weapon Fighting, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Shield Slam, Shield Focus, Greater Shield Focus, Shield Master, Double-Slice, Critical Focus, Stunning Critical, Vital Strike, Improved Vital Strike
Skills Acrobatics +25, Climb +33, Intimidate +37i, Knowledge (planes) +20; Modifiers i+10 competence bonus to Intimidate from Wardukes helm
Languages Common, Abyssal, Infernal
SQ armor training 4, weapon training (heavy blades +4, close +3, light blades +2, spears +1), armor mastery
Treasure Epic gear (+3 bane vs. humans anarchic flaming burst bastard sword, dagger of venom, +3 moderate fortification adamantine ceremonial spiked half-plate, +5 bashing heavy spiked steel shield (+3), Wardukes helm, belt of physical perfection +6, boots of speed, ring of protection +3, fearsome eye fiendish graft)
Tactics
Warduke deliberately surrounds himself with enemies to make full use of his deadly sword & board fighting style, entering the fray with judicious use of Mobility, Spring Attack, and Vital Strike, then, once surrounded, unleashing his specialization in fighting with sword and shield. Warduke commonly uses Power Attack, until he finds a foe that can resist his lower iterative attacks. If facing superior foes, enemies that consistently stay out of his reach, or opponents that drop him below 50 hit points, Warduke will use his stored word of recall to retreat and plot revenge.
Special Abilities
Fearsome Eye (Su) This fiendish graft is bright red in color and has a black iris. It grants Warduke the ability to continuously see invisibility as the spell (CL 20th). In addition, Warduke has a fear gaze attack: paralyzed, 1d4 rounds, 30 feet, Will DC 19 negates. The save DC is Charisma-based and includes a +4 profane bonus.

The Fiend Folio has full rules for fiendish grafts.

Warduke's Helm (major artifact) See Dungeon #105 for specifics regarding Wardukes helm. The helm grants the wearer +10 competence bonus to Intimdate, SR 11 + character level, immunity to charm and compulsion, and quickened silenced death knell 2/day. The helm can also store one spell up to 6th level, as a ring of spell storing (currently word of recall).
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