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Dread Hierarch

Male Human Fighter 18
CE medium humanoid (human)
Init +3; Senses Low-Light Vision, see invisibility; Listen +2, Spot +2
Languages Common, Abyssal, Infernal

AC 34 (+1 dex, +6 armour, +8 shield, +3 deflection, +5 natural, +1 misc.), touch 23, flat-footed 33; Combat Expertise, Dodge
hp 318 (18 HD); DR 3/ -
Immune immune to charm effects; SR 28
Fort +20, Ref +9, Will +8
Speed 30-ft.
Melee +3 human bane anarchic flaming burst adamantine bastard sword +36/+31/+26/+21 (1d10+20+1d6 fire/17-20)
Base Atk +18; Grp +29
Atk Options Cleave, Combat Expertise, Power Attack, Spring Attack, Weapon Supremacy, Whirlwind Attack
Def Options Dodge, Mobility, Shield Ward, Weapon Supremacy
Special Actions fear gaze (DC 16), death knell
Combat gear boots of speed

Abilities Str 32, Dex 16, Con 28, Int 13, Wis 15, Cha 20
SQ word of recall
Feats Cleave, Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon Specialisation (bastard sword), Improved Critical (bastard sword), Melee Weapon Mastery (slashing), Mobility, Power Attack, Shield Specialisation (heavy), Shield Ward, Spring Attack, Track, Weapon Focus (bastard sword), Weapon Specialisation (bastard sword), Weapon Supremacy (bastard sword), Whirlwind Attack
Skills Climb +22, Intimidate +35, Jump +22, Knowledge (planes) +6, Listen +2, Spot +2, Survival +10 (+12 on other planes), Swim +7
Possessions combat gear plus +3 human bane anarchic flaming burst adamantine bastard sword, dagger of venom, +3 moderate fortification adamantine ceremonial spiked half-plate, +5 heavy mithral shield, Warduke's helm, amulet of health +6, gauntlets of giant strength +6, ring of protection +3, fearsome eyes fiendish grafts
Fearsome Eyes: These fiendish grafts are bright red in colour and have black irises. They grant the grafted creature the ability to continously see invisibility as the spell from a 20th-level caster. In addition, the grafted creature gains a fear gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 16) or be paralyzed with fear for 1d4 rounds. The grafted creature is immune to this gaze attack.
Warduke's Helm (major artifact): The helm is infused with powerful evil, and bestows 2 negative levels on any non-evil creature that puts it on. If a lawful good creature puts on the helm, the faceplate vanishes and long spikes begin to grow from the inner surface of the helm, dealing 2d6 points of slashing damage per round to the victim. An evil creature gains several benefits by wearing the helm. It grants low-light vision to the wearer, as well as a natural armour bonus equal to his Charisma modifier (minimum +1). The wearer gains a +10 competence bonus on Intimidate checks. The wearer also gains SR 10 + his character level, as well as complete immunity to all Charm effects. The faceplate of the helm is set with three rubies, one of which is much larger than the other two. The two smaller rubies each allow the wearer to cast a quickened still silent death knell. When the user casts this spell, one of the two small rubies glows red for the duration of the effect. As long as a ruby is glowing, it cannot cast a death knell; thus, Warduke can be under the effects of two death knells from his helm at a time. The large ruby can store a single spell of up to 6th level, as a ring of spell storing. The wearer can cast this spell as a quickened still silent spell. Warduke typically keeps a word of recall spell stored here for emergencies.

CR 20

Encounter Treasure

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Race keywords: Human
Class keywords: Fighter
Sourcebooks: Dungeon Magazine: 105, Player's Handbook, Player's Handbook II
Campaign: Greyhawk

— Contributed by Guild Lieutenant Guildmaster

 

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