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Dwarven Throne Room

As Slate, Tammi, Arsus, and Strider proceed through the Royal Road, their journey brings them to the imposing entrance of the Dwarven Throne Room. The grand double doors swing open, revealing a cavernous space adorned with tall dwarven statues. These statues, guardians of the throne room, stand at attention, their imposing figures carved from sturdy stone.   The statues depict formidable Dwarven warriors, each holding an intricate weapon and wearing regal armor. Their expressions are stern, and their eyes seem to gaze into the depths of intruders as if assessing the worthiness of those who dare to enter the sacred space.   Upon crossing the threshold, an arcane energy permeates the air, tingling the party's senses. A foreboding energy crackles off the statues, creating an invisible barrier that demands respect. Blue lightning arcs from the statues' eyes, creating an ethereal spectacle that bathes the throne room in an otherworldly glow.  

Dwarf Statue CR: 6

Medium medium construct, neutral, neutral
Armor Class: 20 (Stone full plate, Shield)
Hit Points: 61 (11d8 + 13)
Speed: 30 ft , fly: 60 ft , can hover

STR

19 +4

DEX

10 +0

CON

20 +5

INT

5 -3

WIS

1 -5

CHA

1 -5

Saving Throws: CON +8
Skills: False Appearance. While the Dwarf statue remains motionless, it is indistinguishable from an inanimate statue.   Multiattack. The Dwarf Statue makes two attacks   Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage.
Damage Vulnerabilities: Thunder
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Exhaustion, Petrified, Poisoned
Senses: Darkvision 60 ft., Passive Perception 10
Languages: None
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Multiattack. The Dwarf Statue makes two attacks

Reactions

Attacks when senses hostility

The Dwarven Kings Throne Room   Grants it the ability to channel thunder and use common language to ward off intruders.

Statues of dwarven origin often found in ancient dwarven ruins, defending their "homes" from any intruder.   (All weapons and armor are made of stone)

Suggested Environments

Underdark Urban Mountain

  The party senses the arcane energy's potency, a protective and threatening force. The statues, infused with ancient enchantments, appear to be bound by a duty to guard the sanctity of the Dwarven Throne Room.   As Slate, Tammi, Arsus, and Strider move further into the room, the statues' eyes follow their every step, tracking their movements with an unnerving precision. The blue lightning intensifies, casting flickering shadows on the stone walls.   In the center of the room sits the Dwarven Throne, an imposing seat of authority untouched by time. The energy within the throne room is palpable, a testament to the arcane mastery that has preserved this sacred space for centuries.   The adventurers, standing before the Dwarven Throne, must decide how to proceed in the presence of the formidable guardians. The arcane energy crackling off the statues seems to respond to their every intention, creating an atmosphere of danger and potential discovery.   An Eherial and imposing swirl of arcane energy emits from the Dwarven throne. As lightning dashes around the throne, a Dwarven Warrior Chief appears. An Imposing Figure to say the least.  
    What will the party do? Will they:
  • TALK TO THE SPIRIT
  • ATTACK THE BEING - Strength Check = d20 > 15
Roll Initiative  

Tomb of Annihilation

Albino Dwarf Spirit Warrior CR: 1

Medium humanoid (dwarf), any alignment
Armor Class: 13 (hide armor)
Hit Points: 30 4d8+12
Speed: 25 ft

STR

13 +1

DEX

13 +1

CON

17 +3

INT

12 +1

WIS

14 +2

CHA

11 +0

Skills: Perception +4, Stealth +3, Survival +4
Damage Resistances: Poison
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Dwarvish
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

The dwarf’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:


Dwarven Resilience. The dwarf has advantage on saving throws against poison.

Actions

Handaxe. Melee or Ranged Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 1d6+1 slashing damage.

The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to forge metal, but they seldom have the means to do so.   An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats.
 
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