Undead Warlord

This creature appears to be a skeletal humanoid, wearing antiquated and exquisite armor, and wielding a powerful greatsword. His eye sockets glow with an unearthly light, and he moves with a supernatural grace and silence.

Undead Warlord CR 8

XP 4,800
Always Lawful, usually evil Medium undead
Init +8; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 24, touch 13, flat-footed 21 (+11 armor, +4 Dex)
hp 78 (12d8+24)
Fort +5, Ref +7, Will +9
Immune mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, and stunning, nonlethal damage, ability drain, energy drain, exhaustion and fatigue effects; SR 25

OFFENSE

Speed 20 ft. (30 ft. base)
Melee +3 keen greatsword +16 (2d6+10),
Special Attacks desperate battler, frightful presence

TACTICS

Before Combat When the warlord encounters a party, he looks them over, and decides which of the members would be the best match for him in honorable, single combat. Once decided, he offers the hero a challenge. He explains that the only way he can find peace is if a foe of the same approximate power defeats him in honorable combat. If the hero accepts his challenge and can defeat him, the warlord promises to reward him with great power and wealth. If the challenge is accepted, the duel begins. If the challenge is not accepted, the warlord immediately attacks the entire party in a fit of rage.

During Combat If engaged in single combat, the undead warlord fights well and honorably, attacking with his greatsword. He uses his feats to his advantage, changing his swing with Combat Expertise and Power Attack to adjust to his opponent’s ability if necessary.

Anyone attempting to interfere in the duel is subject to the warlord’s frightful presence. If the warlord brings his opponent to 0 or fewer hit points, he stops fighting and wanders away, leaving the warrior in the hands of his party for ministrations, last rites, or whatever they can give. If not engaged in single combat, the warlord attacks the strongest warrior first, and works his way through the party to the weakest. He still uses all of his abilities to their best advantage.

Morale If the warlord is killed in a fair single combat, he turns to dust and fades permanently, leaving behind his greatsword and a number of magical items, gems, and platinum. If anyone helps during the duel, or if the hero defeats him dishonorably, the warlord turns to smoke and fades away upon being defeated, reforming in one day’s time to again find a hero to end his misery.

STATISTICS

Str 20, Dex 18, Con -, Int 10, Wis 12, Cha 15
Base Atk +9; CMB +16; CMD 28
Feats Combat Expertise, Desperate Battler, Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Climb +20, Perception +16, Sense Motive +16, Spellcraft +15
Languages Common, Necril.
SQ frightful presence, rejuvenation, undead traits

SPECIAL ABILITIES

Frightful Presence (Su)

During a duel, all those not involved with the fight are subject to the frightful presence of the warlord if they attempt to interfere in any way. Intervening creatures with fewer Hit Dice than the warlord must succeed on DC 18 Will saves or become panicked for 2d6 rounds. An opponent that succeeds on the saving throw is immune to that warlord’s frightful presence for 24 hours. The save DC is Charisma-based.

Rejuvenation (Su)

A destroyed undead warlord not defeated in an honorable duel reforms after 24 hours.

ECOLOGY

Environment any
Organization solitary
Treasure double standard

This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal. He now wanders the world restless, looking to be bested in one final and fair fight, to once and for all lay his soul at peace. The undead warlord appears as a skeletal humanoid, wearing antiquated and exquisite armor, and wielding a powerful greatsword. His eye sockets glow with an unearthly light, and he moves with a supernatural grace and silence.

Combat

If engaged in single combat, the undead warlord fights well and honorably, attacking with his greatsword. He uses his feats to his advantage, changing his swing with Combat Expertise and Power Attack to adjust to his opponent’s ability if necessary.

Anyone attempting to interfere in the duel is subject to the warlord’s frightful presence. If the warlord brings his opponent to 0 or fewer hit points, he stops fighting and wanders away, leaving the warrior in the hands of his party for ministrations, last rites, or whatever they can give. If not engaged in single combat, the warlord attacks the strongest warrior first, and works his way through the party to the weakest. He still uses all of his abilities to their best advantage.

A warrior that uses trickery to defeat the warlord in single combat is not rewarded, and the warlord’s soul does not move on. Such trickery includes using magic items with spell-like properties, being untruthful during combat, using sneak attacks or dirty tricks, or being generally dishonorable. Entering combat under the effects of spells is also not honorable, although warriors with spellcasting powers (such as paladins and rangers) can use them during the battle without violating the undead warrior’s code.

Campaign

The undead warlord can be placed into nearly any campaign simply as a sidebar. He may appear in a party’s path at any given point of time and issue his challenge. Be sure to adjust the level of the warlord to match the heroes. In general, a PC with more Hit Dice than the warlord is not challenged.

It may be more interesting to hype up the encounter of the warlord, giving the heroes rumors of a powerful figure that haunts some location, challenging and defeating all warriors that come near, with the promise of some unknown power. Allow PCs who take the time to investigate the local history to hear or read the tale of the fallen warlord, making them sympathetic to his plight.

Depending on the event that reduced the warlord to this state, he may be used as the guardian of something more: perhaps a great weapon or the key to some powerful magic item or artifact. Defeating the warlord may open a rift into a minor pocket plane, allowing some great item to be revealed.

Section 15: Copyright Notice

Minions v3.5 Copyright 2003, Bastion Press, Inc. Authors: Greg Dent, Brian Goings, Brian Patterson, Charles W. Plemons III, Christopher West, Cyril Martin, James O’Rance, Jesse Orozco & Karl Rodriguez, Jim Butler, John Kubisz, Kristin J. Johnson, Michael Nickovich, Owen Kuhn, Peter Whalley, Rasmus Pechuel & William Ehgoetz, Todd Morasch, Tristan Uecker, Troye Grgurin, Wolfgang Baur, Yannick Zogg, and Alexander M. Freed.

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