The Thin White Duke | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cisum Homebrew, Monsters of the Multivers

The Thin White Duke CR: 7

Medium human male, neutral evil
Armor Class: 15 (18 with mage armor)
Hit Points: 156 (24d8+48)
Speed: 30 ft

STR

10 +0

DEX

16 +3

CON

15 +2

INT

12 +1

WIS

12 +1

CHA

18 +4

Saving Throws: Wis +4, Cha +7
Skills: Arcana +4, Deception +7, Persuasion +7, Religion +4
Damage Resistances: fire
Senses: Darkvision 60ft., passive Perception 11
Languages: Common, Infernal
Challenge Rating: 7 ( 2900 XP)
Proficiency Bonus: +3

The Thin White Duke casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):


The Devil's Own Luck (Recharges after a Short or Long Rest). When the Duke makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll's effects occur.
Legendary Resistance (2/day). If the Thin White Duke fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The Duke makes three Scimitar attacks.
Scimitar. Melee Weapon Attack. +6 to hit, reach 5ft., one target. Hit: 6 (1d6+3) 1d6+3 bludgeoning damage plus 14 (4d6) 4d6 fire damage.
Hellfire. Reddish-purple flame explodes in a 10-foot-sphere centered on a point within 120 feet of the Duke. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Shadow Man. As a bonus action, if the Duke is standing in dim light or darkness, he can teleport up to 60 feet to an unoccupied space he can see that is also dim light or darkness. He gets advantage on the first melee attack made before the end of the turn.

Reactions

Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of him, the Duke forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much on a successful one.

Legendary Actions

The Thin White Duke can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Duke regains spent legendary actions at the start of his turn.

Ground Control to Major Tom. The Duke can pass a concentration spell to an ally within 20 feet. If the chosen ally is a spellcaster, it has advantage on concentration checks. Only one concentration spell may be passed a time. If the Duke uses another instance of this while an ally is maintaining a concentration spell, the first passed spell ends.
Magic Dance (Recharge 4-6). The Duke casts Otto's Irresistible Dance.
When the Boys Come Marching Home (2 actions). The Duke summons 1d4 Knights in White Satin that appear and join the fight 1d4 rounds after being summoned.

Usual Tactics

The Duke's usually casts fire shield or mage armor at the start of a battle he feels will need his personal involvement. He is content to stand back and use Hellfire to do damage most of the time. While out of melee range, he often uses command to throw off his enemies or prestidigitation to try and disrupt casters using concentration spells. If an enemy becomes rather annoying to him personally, he will use banishment to remove them and allow his personal guard to focus on other targets. If an enemy becomes particularly problematic, the Duke will cast plane shift to remove them from the equasion all together. The Duke rarely resorts to melee attacks unless the target seems close to defeat or lacking in armor.

The Thin White Duke is a gaunt and pale man. Standing tall at almost 6.5ft, he towers over most situations and people. This makes it easy for him to intimidate people. Having a masterful command of both people and magic, the Duke is a formidable foe. He longs to right the perceived wrongs done to his forebears by conquering as much of Cisum as he can.
The Duke often travels with a large retinue of his personal guards, the Knights in White Satin. There are typically no less than 6 guards in whatever room of his castle or cabin of his flagship he occupies. Little is known outside the Blackstar Malkuth as to how he keeps the Knights so numerous, but it is said they can never reach the end of their service.

Suggested Environments

The Thin White Duke is the head of state for the Blackstar Malkuth, the nation hailing from the Major Keys. He is most often found in his homeland busying himself with running his domain and his constant plans of conquest. The Thin White Duke can be used as the BBEG for the war time campaign where the Blackstar Malkuth is trying to invade and conquer the Acappellago. As the third act boss fight, he can be found aboard his flagship sailing with a fleet to discuss an alliance with mob boss Louie Louie on Panama.


Created by

ColTigh128.

Statblock Type

Monster

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