Loxedon Paldin Boss lvl 6

Physical Description

A massive figure in burnished silver armor, Varruk's presence is as heavy as his footfalls. His elephantine features are marked by years of combat—one tusk cracked, his gray skin calloused and scarred. A radiant warhammer is slung across his back, and his trunk sways calmly even in tense situations.

Personality and Motivation

Varruk is a zealous believer in strength through righteous action. He demands discipline and courage from his team and views cowardice as the only true sin. He fights not out of hatred, but from an unwavering belief in justice and the sanctity of life protected through force. His loyalty is unshakable to those who earn it.

Fighting Strategy

Varruk uses his Aura of Fury to embolden allies, charges into the thickest fighting, and delivers powerful Divine Smite strikes to cripple enemy champions. He uses Trunk Grab to pin or disarm weaker enemies and saves his Radiant Judgment for spellcasters and undead.

Sats

  • Armor: Heavy Plate (AC 19 with Shield of Faith)
  • HP: 108 (12d10 + 36)
  • Speed: 30 ft.

Bonuses

  • Initiative Bonus: +1
  • Saving Throws: Wis +6, Con +6, Cha +7
  • Attack Bonus: +8 melee, +5 ranged
  • Skills: Athletics +7, Insight +5, Intimidation +6, Religion +4
  • Resistances: Radiant, Necrotic
  • Immunities: Charmed (while Aura of Fury is active)

Equipment

  • Blessed Warhammer of Justice (counts as magical, see below)
  • Half-plate with inlaid holy runes
  • Holy Symbol (embedded in chestplate)
  • Potion of Greater Healing x1
  • Command Whistle (tactically used to signal strikes)

Traits

  • Aura of Fury (Paladin Aura). All allies within 10 feet gain +2 to damage rolls and advantage on saves against fear. Varruk can suppress or extend the aura as a bonus action (up to 30 ft radius, lasts 1 min once extended).
  • Divine Smite (3/day). When Varruk hits with a melee weapon attack, he can expend divine power to deal an additional 4d8 radiant damage. Against undead or fiends, this increases to 5d8.
  • Trunk Grab (Recharge 4–6). As a bonus action, Varruk can attempt to grapple or disarm a creature within 5 feet using his trunk. Targets must succeed on a DC 15 Strength save or be restrained (or drop a held item). Escape DC 15.
  • Unyielding Will. Once per day, when Varruk is reduced to 0 HP, he can drop to 1 HP instead and immediately cast Shield of Faith and Compelled Duel as a reaction.

Actions

  • Multiattack. Varruk makes two melee attacks with his Blessed Warhammer.
  • Blessed Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  • Hit: 12 (1d10 + 7) bludgeoning + 4 radiant damage. If the target is undead or fiend, it must make a DC 15 Con save or be stunned until the end of its next turn (once per turn only).
  • Radiant Judgment (Recharge 5–6). Varruk calls down a bolt of divine light on a target he can see within 60 ft. The target must make a DC 15 Dex save or take 22 (4d10) radiant damage and be blinded until the start of Varruk’s next turn. Half damage on a success.
Bonus Actions
  • Aura Extend (1/day): Extend Aura of Fury to 30 feet for 1 minute.
  • Trunk Grab (see above)