Zugärr Graff Von Hugel, The Grenadier Graff | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Zugärr Graff Von Hugel, The Grenadier Graff

Medium Human, Lord, Neutral Good

Armor Class 22, Heavy Grenadier Plate
Hit Points 180 (16d20+103)
Speed: 30 ft Swim: 10 ft Climb: 20 ft

STR

22
( +6 )

DEX

18
( +4 )

CON

24
( +7 )

INT

19
( +4 )

WIS

18
( +4 )

CHA

20
( +5 )

Saving Throws Str and Char
Skills Athletics +8, Acrobatics +6
Damage Resistances Slashing, Piercing and Bludgeoning Damage
Damage Immunities Magical, Necrotic, Divine, Psychic, Fire and Radiant Damage
Condition Immunities Charm, Intimidation, Exhaustion and Insanity
Senses Passive Perception 14
Languages Common, Dwarven, Draconic, Hochlander, Middenlander
Challenge Rating 24 (62,000 XP)

Description

I am The Eastern Warden, so long as I live, House Hugel stands! Forward Heirs of Ultland! Show these miserable dogs your Fury! -Zugärr's speech at the Charge of The Grenadiers, the Battle for The Blood Hills that earned him the rank of Graff.
  ‘Grenadier Graff’ Zugärr Graff von Hugel; a career soldier, Patriarch of House Hugel, legendary infantry general, knight marshal and rival of Graff Lethe. He has fought vicious skirmish campaigns against Giants, Dwarves, Middenlanders and Brythonians across The Iron Hills, and is one of the men responsible for why the southern part of that terrain is known as ‘The Blood Hills’; and why it is still primarily under Hochland’s control. Infamous for his aggression in combat, and fondness for leading from the front among his Grenadier infantry vanguard; he’s a heroic figure for the common soldier of Hochland and has super-human abilities and resistances afforded to him by his faithful service to the Goddess Danue.

Ideals

The restoration of Suddenburg and cleansing of The Iron Hills

Bonds

Loyalty to Kaiser and Country

Flaws

Reckless Aggression in combat and unwillingness to sacrifice his men for anything

Suggested Environments

Hill, Mountain, Urban, Arctic, Grassland, Forest, Underdark

Zugärr uses Wis to cast upto 2 of The Miracles of Danue a turn, and up to 20 of these miracles maximum per day; and is counted as a Level 16 Spellcaster with the following stats:
Spellcasting ability score: 17+Wis (+7 to Spell Save [Wis] and Cast Rolls), +4 Spell Attack bonus (Affects Spell damage and hit chance)
Known Spells: Boon: The Word of Danue, Danue’s Vengeance, Manifest Fury, Boon: Wisdom of The Goddess, Boon: Restore Being, Spell-Bane Sphere, Word of Danue: Obey, Word of Danue: Live, Manifest Power, Rebuke of the Righteous, Manifest Grace, Word of Danue: Thy Will be Done, Manifest Spell-Bane, Word of Danue: Thy Faith be Fire.

At will: Boon: The Word of Danue: Casting time: Instantaneous, Range: Contact, Components: Verbal, Somatic, Duration: 2 turns. For 2 turns the caster may invoke The Word of Danue on themselves or an allied creature. The Word of Danue makes the affected individual immediately understandable to all creatures who can hear whatever is said, and grants advantage to any spoken charisma based rolls. Rebukes and Taunts (and other spoken skills and spells that deal damage) will also deal 1d6 Divine damage to any creature it is directed at, in addition to other effects, adding an additional 1d6 for every 4 levels the caster has.   Manifest Fury: Casting time: 1 Action, Range: 200 ft, Components: Verbal, Somatic, Duration: Instantaneous. The caster may point out a target within range and below litanies of Danue’s fury, manifesting the goddess’ Manifest Fury as a bolt of pure divine power directed at the target of her faithful’s ire. This bolt deals 1d4 Divine damage to the target, add 1d4 for every 2 levels the caster has.   Boon: Wisdom of The Goddess: Casting time: 1 Action, Range: Contact, Components: Verbal, Somatic, Duration: 2 turns. Allows the caster to temporarily channel Danue’s power to enhance their innate understanding and perception of the world, or can grant this boon to an allied creature they are in contact with. Wisdom of The Goddess increases the affected creatures Wisdom and Intelligence stat by 2 for 2 turns, in addition to granting advantage on all Intelligence and Wisdom based rolls. Does not stack with multiple castings on the same target.   Manifest Power: Casting time: 1 Action, Range: 100 ft, Components: Verbal, Somatic, Duration: Instantaneous. The caster points out a target area and chants the litanies of Danue’s might to call forth a flash of the raw power of Danue. The Manifest Power strikes down from the heavens like a bolt of golden shimmering lightning at the target area, exploding to deal 5d6 Divine damage in a 20-foot spherical radius. Add 1d6 for every 3 levels the caster has.   Spell-Bane Sphere: Casting time: 1 Action, Range: 70 ft, Components: Verbal, Somatic, Duration: 4 Turn. The caster projects Danue’s hatred for Wild Magic, chanting litanies of Anti-Magic and pointing to the target area in range. That area becomes an area where Magic and Mana struggle to flow, as anti-magic annihilates lesser magic (Spells of 3rd level and lower are dispelled if they pass through this Radius) in a 30-foot sphere expanding from the targeted point. Expand by a further 10 feet for every 4 levels the caster has.   Spells of level 3 or lower cannot be cast from within the sphere in addition to the dispelling effect, and higher-level spells are cast at a disadvantage and have their effect halved / lessened (depending on specific effect and level of spell and spell caster, DM discretion on specifics). These effects persist for 1 turn after leaving the sphere. Any Enchantments of Level 3 or lower (or that equivalent) are also rendered inert within the sphere and cannot be recovered, higher-level enchantments will stop working in the sphere, but will be restored to normal upon leaving the area of effect for 1 turn.   Any Undead or creature that innately relies upon magical means to live, if caught in this area of effect, if they have a hp total of 20 or less must make a DC18 Con saving throw or be immediately slain. Otherwise, they suffer 3d10 Force damage and suffer disadvantage on saving throws and hit rolls. These effects last until 2 turns after the creature has left the area of effect.   Word of Danue: Obey: Casting time: 1 Bonus Action, Range: if heard by the target, Components: Verbal, Somatic, Duration: 4 hours. The caster speaks the holy language of the goddess, pointing out a target and speaking the word ‘Obey’ toward them. The caster may then issue one command that the creature must follow unless they pass a DC19 Wis saving throw. This command can consist of anything provided the creature is capable of it. If they are incapable of performing the command, the spell breaks and may not be performed again on that creature. The effect of this spell will wear off on its own after 4 hours if the command is not completed, or the caster doesn’t choose to cancel it.   Word of Danue: Live: Casting time: 1 Bonus Action, Range: if heard by the target, Components: Verbal, Somatic, Duration: Instantaneous. The caster speaks the holy language of the goddess, pointing out a target and speaking the word ‘Live’ toward them. The creature is then revived if they are downed and has 3d6 hp restored, with any additional health over the max total being bestowed as temporary hit points. In addition, the creature has any Cursed, Poisoned, Diseased effects removed and loses 1 level of exhaustion.   Rebuke of the Righteous: Casting time: Special, Range: 60 ft, Components: Verbal, Somatic, Concentration, Duration: Varies. The duration of this spell can vary from casting to casting and can be cast as a reaction to an attack made by a creature within range. The caster points to the attacking creature and begins to below the litanies of Danue at them, as a brilliant golden light suddenly engulfs them. The caster then must make a DC 15 Charisma check for each turn they are casting. The creature suffers 1d6 Divine damage for each successful roll, in addition to any damage modifiers, and cannot move or take any actions. If the target is part of the Brithight Faith or is Infernal or Undead, then they suffer double that damage.   Manifest Spell-Bane: Casting time: 1 Action, Range: 60 ft, Components: Verbal, Duration: 4 Turns. The caster chants the litanies of Anti-Magic to create a powerful 60-foot radius spherical field of Anti-Magic centred around them, following them for 4 turns.   Spells of level 4 or lower are dispelled if they pass through this radius and cannot be cast from within the sphere, higher-level spells are cast at a disadvantage and have their effect halved / lessened (depending on specific effect and level of spell and spell caster, DM discretion on specifics). These effects persist for 1 turn after leaving the sphere.   Any Enchantments of Level 4 or lower (or that equivalent) are also rendered inert within the sphere and cannot be recovered, higher-level enchantments will stop working in the sphere, but will be restored to normal upon leaving the area of effect for 1 turn.   Any Undead or creature that innately relies upon magical means to live, if caught in this area of effect, if they have a hp total of 20 or less must make a DC18 Con saving throw or be immediately slain. Otherwise, they suffer 3d10 Force damage and suffer disadvantage on saving throws and hit dice. These effects last until 2 turns after the creature has left the area of effect. For every 4 levels of the caster, add 1 more turn to the effect duration.

1/day: Manifest Grace: Casting time: 3 Turns, Range: 120 ft, Components: Verbal, Somatic, Concentration, Duration: 4 Turns. The caster drops to their knees and utters cants of Danue to call forth her divine grace into the world, channelling this is taxing and takes more time than most powers Danue bestows. After 3 turns of casting with concentration, the caster rises with the imbued Grace of Danue, becoming a direct vessel for a part of the Goddess’ consciousness for 4 turns. During these 4 turns, the caster becomes resistant to all forms of damage and immune to damage from spells, whilst enemies must roll disadvantage on hit rolls. All rolls made by the caster in this time are rolled with advantage. All Chaotic creatures or creatures which are an enemy of the caster that look directly at the caster in this time must make a DC15 Con saving throw each turn or suffer 1d6 Divine damage; doubling for Infernal, Undead or Brythight aligned creatures. Any allies which look at the caster gain 1d6 temporary hit points each turn they do so, and roll advantage for all attack and saving throws.   The caster may also choose one ally within 120 ft to bestow the blessing Manifest Grace allows them to bestow; pointing out the chosen ally and uttering a specific prayer. That target gains 3d8 temporary hit points and may make up to 3 additional attacks as a Bonus Action, they also roll advantage for all their rolls for 3 turns or until combat ends. This power can only be called upon once per day.   Word of Danue: Thy Will be Done: Casting time: 1 Bonus Action, Range: 120 ft, Components: Verbal, Duration: 6 hours. The caster speaks the holy language of the goddess and below the words ‘Thy Will be Done’. The caster may then issue one command that all creatures in a 120 ft radius, regardless of if they physically heard the words, must follow unless they pass a DC19 Wis saving throw. This command can consist of anything provided the creatures are capable of it, and the caster may mentally exempt certain creatures in their radius of effect from the order. If they are incapable of performing the command, the spell breaks and may not be performed again on that creature. The effect of this spell will wear off on its own after 6 hours if the command is not completed, or the caster doesn’t cancel the order. This power may be called upon once per day.

3/day: Boon: Restore Being: Casting time: 1 Action, Range: Contact, Components: Verbal, Somatic, Duration: Instantaneous. Allows the caster to channel Danue’s power, invoking words of healing and revival, making contact with whatever creature they wish to affect. Restores 1d4 hp and removes any Cursed, Poisoned, Diseased effects in addition to 1 level of Exhaustion. Can only be cast up to 3 times per day, and not more than once per creature per day. Add 1d4 for every 4 levels of the caster, any additional hp beyond max hp will be bestowed as temporary hp.   Danue’s Vengeance: Casting time: Instantaneous, Range: Contact, Components: Verbal, Somatic, Duration: 2 turns. If the caster or a friendly creature is reduced to 0 hp, then the caster may make contact with them and invoke Danue’s Vengeance with a verbal chant. This immediately revives the fallen creature, restores 1 hp and grants them up to their maximum hp in temporary hit points. That creature is then filled with the righteous fury of Danue’s Vengeance and may make up to two additional attacks per turn as a Bonus Action for 2 turns or until combat is resolved, suffering 2 levels of exhaustion once the effect ends. This power can only be performed up to 3 times per day, and not more than once per creature per day.   Word of Danue: Thy Faith be Fire: Casting time: 1 Bonus Action, Range: 40 ft, Components: Verbal, Duration: 4 Turns. The caster speaks the holy language of the goddess and utters the words: ‘Thy Faith be Fire’, thus turning the raw power of their faith into a tangible thing to burn away Danue’s foes. Thy Faith be Fire creates a 40-foot radius of holy fire centred around the caster, following the caster as they move for 4 turns. This fire ignores allied creatures, feeling pleasantly warm to them, but deals 2d6 Divine and 2d6 Fire damage to any enemy that enters the radius, dealing that damage every turn they remain inside it. In addition, Thy Faith be Fire imbues Fire damage to any other damaging powers the caster uses, equal to the amount of Divine damage it would normally deal+modifyers. This power can be cast with a Bonus Action, but can only be used up to 3 times per day. Increase Radius by 10 feet for every 4 levels of the Caster.



Aura of Danue: Empire Eternal
This aura affects anyone whom the wielder directs their attention towards and has visual contact with, and can affect potentially infinite numbers of individuals if the wielder is aware of and can directly see them. This aura allows the wielder the gift of Empire Eternal, a gift by Danue to her most faithful servants, making the wielder an irresistible figure of authority to those that are under its effect. If these creatures are aligned with Danue and do not also have an aura of their own, they will obey any command or request without question. Those with an Aura of Danue are unaffected. Other creatures must make a DC 17 Charisma saving throw or be pulled under the same effect. Cannot be used on creatures aligned with Brythight unless the user’s level exceeds theirs, in which case they must make a DC 16 Charisma save or fall under the effect. For the purposes of this effect, Zugärr is counted as Level 17.   Aura of Danue: Spellbreaker’s Gift This aura has a field of effect of 30 foot at base, increasing by 10 feet per level after obtaining the aura. In this Radius, any magic below level 6 cannot be cast, and magic cast into the field from beyond that is dispelled upon entering the field or greatly weakened (depending on the level of the magic and caster). Any enchanted items that enter the field also become mundane so long as the field is up, and cannot be restored unless they are level 7+ Enchantments or the equivalent, in which case they will return to normal after 2 turns outside of the area of effect. Any Undead or creature that innately relies upon magical means to live, if caught in this area of effect, if they have a hp total of 60 or less must make a DC21 Con saving throw or be immediately slain. Otherwise, they suffer 5d10 Force damage per turn and suffer disadvantage on saving throws and hit dice. These effects last until 3 turns after the creature has left the area of effect. Zugärr has a +17 level bonus (meaning a 200-foot radius of effect).   Aura of Danue: Will Made Manifest This aura permits the wielder to turn their faith and sheer willpower into a physical force they can use to manipulate objects and make attacks in a 60-foot radius, increasing by 20 feet per level. Any object, or objects, weighing a combined total weight of the wielders level*100 (in lbs) can be lifted and manipulated by the wielder within the aura’s radius and can be hurled or used as improvised weapons against opponents in combat. Alternatively, the wielder can focus and physically attack foes with their Will Made Manifest if they are within the area of effect: they may take up to 3 attacks with 1 Action dealing 2d10 Force damage each, adding 1 additional of these attacks per level after obtaining the Aura. Zugärr has a +17 level bonus.   Aura of Danue: Aura of the Arsenal This aura allows the user to conjure up to 3 of any Simple or Martial anywhere in a 30-foot radius around them and may conjure 1 additional weapon per level. These weapons are mundane in all aspects, aside from appearing unnaturally clean and high quality, having a mirror-polished brilliance to them even in the thick of combat; and wood so rich and finely carved as to appear thrice their normal market value. Dirt, decay and blood simply don't stick to them as it would on any natural weapon. However, these weapons also cannot be wielded by anyone whom the bearer of the aura does not permit. The weapon simply slips out of their fingers like an incorporeal object if they attempt to hold a weapon created this way without the consent of the aura user. These weapons also cannot be bought or stolen, as they simply disappear if anyone were to attempt to do so. The bearer of the Aura, as a Bonus Action, can also change their weapon, or weapons, at will as many times as they like into anything they need at any given moment. As a Graff, Zugärr is an exception, and can summon up to 100 weapons in this way; enough to equip his Grenadier Vanguard which will all have weapons with the effect of this Aura.   Multi-Attack: Zugärr can make up to 3 attacks per turn   Assault General: Zugärr may not move while performing this ability. Zugärr may use his actions to throw 5 Master-Crafted grenades (of whichever type or combination of types he chooses, options listed under Actions) in rapid succession at a target within 30 feet. He must pass a strength test to successfully do so with a DC equal to the distance the grenade must travel (with modifiers for elevation and environmental effects) for each grenade. Targets in a 10-foot radius of a grenade when it lands must make a DC 18 Dex saving throw or be hit by their effect. If successfully dodged, but not a critical success, they take half damage instead. These damage effects stack with multiple grenades, critical success rolls in dodging negate all damage. In addition, as a permanent passive effect of this ability, Hochland Grenadiers within 60 feet of Zugärr gain advantage on rolls made to throw grenades and can move double their normal distance with their Grenade Assault Action.   The Grenadier Graff: Zugärr rolls three dice and disregards the lowest to determine grenade throws and has advantage to hit rolls for attacks with his Master-Crafted Blastgun.

Actions

Master-Crafted Blastgun (Scatter Shot). Ranged Weapon Attack: Fires buck-shot in a 5-foot wide cone 80 feet in front of the Zugärr. All targets in the path of the cone must make a DC 18 Dex saving throw or suffer 42 (8d6) slashing damage. Suffer half damage on a successful save.   Master-Crafted Blastgun (Solid Shot). Ranged Weapon Attack, +10 to hit, range 120/300, one target. hit: 58 (6d6+24) piercing damage.   Master-Crafted Grenade. Throwing Weapon Attack: Zugärr may throw a master-crafted grenade as a bonus action at any target within 30 feet, Zugärr must pass a strength test to successfully do so with a DC equal to the distance the grenade must travel (with modifiers for elevation and environmental effects). Targets in a 10-foot radius of the grenade when it lands must make a DC 18 Dex saving throw or be hit by its effects. If successfully dodged, but not a critical success, they take half damage instead. These damage effects stack with multiple grenades, critical success rolls in dodging negate all damage. The effect of Master Crafted Grenade follows one of the following profiles:   Flash Bomb. All targets within the effect radius that fail a critical Dex save are blinded (sight reduced to 5 feet) for 1 turn.   Fragmentation. 38 (2d6+18) slashing and piercing damage on a failed save to all targets in effect radius.   Lightning Bomb. 24 (2d6+6) lightning damage on a failed save to all targets in effect radius. Deals half damage in that radius for 1 turn.   Fire Bomb. 24 (2d6+6) fire damage on a failed save to all targets in effect radius. Deals half damage in that radius for 1 turn.   Bayonet. Melee Weapon Attack: +14 to hit, one target. Hit: 20 (3d6+8) piercing damage.   Blade of House Hugel. Melee Weapon Attack: +12 to hit, one target. Hit: 24 (3d6+12) piercing damage or 40 (3d10+12) slashing damage if two-handed. Deals an additional 8 (2d6) divine damage to Brythight-aligned, Undead or Infernal creatures.

Reactions

Counter Attack. During the opponents turn, as a reaction to an attack, Zugärr may take a DC 16 Dex check to dodge the attack, perform a 15 foot Dash and throw a Master Crafter Grenade at the attacking creature. Cannot perform this action if there is not a clear path for the Dash action, and may only be performed once per turn.   Parry. Zugärr Can choose to block all damage from one melee attack per turn.

Regional Effects

Grenadier Hero Hochland Grenadiers in Zugärr's army have Multi-Attack and can make one additional action every turn of combat (Stacks with the effect of Graff of Hochland) and have advantage on initiative rolls. All encounters made with Hochland Grenadiers will gain this effect if it is on lands owned by Zugärr or House Hugel.   Graff of Hochland Where the Graffs of Hochland go, the will of Hochlands people is Ironclad, encounters with Hochland Creatures and Warmachines have the following effects applied if they are in the same region (2 Miles, can vary based on DM ruling):   All Hochland Infantry and Cavalry gain Immunity to Exhaustion and Multi-Attack (Can perform 1 additional action per turn of combat).   Hochland Warmachines gain +1 to their AC and +5 to their maximum movement along with the ability Battery Fire: allowing them to ignore the Loading trait on their weapons for 3 turns once per combat.   In addition, Hochland-loyal citizens will become harder to persuade or intimidate into performing actions against Hochland's wishes, Charisma rolls to do so are rolled as a Disadvantage.   Random encounters with Hochland Militia, Grenadiers, Outriders and State Troops increase in the region (details vary, dependant on DM).


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