Thuldin the Fallen, the Lord of Pride
Thuldin the Fallen, the Lord of Pride, was an ancient yet still hale dwarf. In his previous life, he was the son of Thundin Greathammer, King of the Dwarfhold Khallin in the Northern Teeth. Thuldin was mighty, bold, and gifted, but all his virtues were poisoned by pride. He believed the dwarven race superior to all others, not merely in craft and endurance, but in right. To him, the lesser peoples existed to admire dwarven greatness, submit to dwarven judgment, or be broken beneath dwarven hammers.
While still a prince of Khallin, Thuldin convinced his father to turn against the neighboring human barbarian tribes. Trade was ended. Old agreements were cast aside. In time, Khallin's armies attacked the tribes and forced tribute from them. Thuldin called this strength and prudence, but in truth it was arrogance dressed in the language of policy. He wanted Khallin to stand alone, needing nothing and no one, a monument to dwarven supremacy.
His fall began when an ancient green dragon began to harry the Dwarfhold. Against his father's wishes, Thuldin led a force of three hundred dwarves into the wilds to hunt the beast. He meant to return in triumph, dragging glory behind him like a chained captive. He meant to prove, before his father and all his kin, that dwarven courage could humble even the great wyrms of the world.
The dwarves found the dragon and wounded it, but their victory ended there. The beast's wrath fell upon them like poison and storm. The proud expedition was destroyed, and of the three hundred only Thuldin escaped. Wounded, shamed, and half-mad with rage, he staggered back toward Khallin. Yet when he came within sight of the gates of his father's hold, he could not enter. His boasts had been false. His father had been right. His warriors were dead. His pride, unable to bear judgment, curdled into contempt. He turned away from Khallin without warning them of the approaching dragon, vowing to leave his people to their fate.
The dragon soon came for vengeance. With Khallin's defenders slain and her gates left open, the Dwarfhold fell. Thuldin lived, but the prince of Khallin died in all but name. In hatred and humiliation, he shaved his beard, the deepest sign of contempt he could show for the race whose greatness he had once proclaimed. Yet this act did not free him. It only bound him more tightly to the sin that had destroyed him.
Thuldin wandered for many years, nursing his grievance against the dwarves and against the world that had witnessed his failure. In time he came to the Pass of Doom, where he was captured and taken to the Nameless City. What was done to him there is not fully known, but the dwarf who eventually emerged was no longer merely fallen. He had become the Lord of Pride.
The mind of Thuldin was a knot of contradiction. He hated dwarves, yet he could never cease exalting dwarven achievement. He despised the race that had, in his mind, failed him, yet he remained obsessed with its ancient glories, especially its mastery of stone and metal. His hatred was not the opposite of pride, but its final, diseased form. He could not forgive the dwarves because he could not forgive himself.
During the dominion of the Seven Lords, Thuldin ruled Kale, the weakest of the Seven Kingdoms. Its weakness was not wholly his doing. The policies of the other Lords strangled it. Saithith, the Lord of Gluttony, had no coherent economic policy at all, while Brathelathor, the Lord of Lust, treated Thuldin with open cruelty and contempt. Brathelathor refused meaningful trade with Kale while heavily taxing all goods that passed through his kingdom from the East. Thus Kale, already burdened by its master's bitterness, was made poorer still by the malice and indifference of its neighbors.
Thuldin's reign ended in the year 8161 F.R., when he was slain by Valanduil the Elf and Bartarius the Barbarian. So perished the Lord of Pride: not as the champion of dwarven greatness he had once imagined himself to be, but as a broken thing, destroyed by the very sin that had first taught him to mistake arrogance for strength.
The Dark Will: Each Lord of Sin has been instilled by the Book of Seven with a power that has come to be known as the Dark Will, the ability to send general orders to all dark folk in his respective domain. The Will cannot give specific orders, such as to recover a certain item, but it can direct groups of dark folk to head in a certain direction or gather in a certain spot, to go to war, to harry travelers, or to loot and burn. When dark folk (except Oluks and Hobgoblins) under the dark will are directed to go to war, they begin to breed at an increased rate, producing massive amounts of soldiers for the evil armies; their gestation period is reduced by one to three months depending on the race.
The Lord of Pride
Medium humanoid (dwarf), lawful evil
Armor Class 18 (plate mail)
Hit Points 180 (18d8+90)
Speed 25 ft.
STR 18 (+4) DEX 12 (+1) CON 20 (+5) INT 11 (+0) WIS 10 (+0) CHR 14 (+2)
Saving Throws Str +8, Con +9, Wis +4
Skills Intimidate +6, Persuasion +6
Damage Resistances fire, poison
Condition Immunities charmed, frightened, poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Dwarven, Kalish, Dark Speech
Challenge 10 (5,900 XP)
Magic Resistance. The Lord of Pride has advantage on saving throws against spells and other magical effects.
Poison Resistance. The Lord of Pride has advantage on saving throws against poison.
Proud Strike. The Lord of Pride deals an extra 4 (1d8) when he hits with a melee attack (included in the attacks.)
Wounded Pride. While he has 50 hit points or fewer, the Lord of Pride has advantage on attack rolls. In addition, if the lord of pride hits and rolls maximum damage against a target, the target must succeed at a DC 16 saving throw or be stunned. The target can save again at the end of each of its turns.
Actions
Multiattack. The Lord of Pride makes three melee attacks or two ranged attacks.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (1d12+8) slashing damage.
Hand crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Hubristic Battlecry (1/day). The Lord of Pride gives a stentorian shout that is filled with pride and rage. Each creature of his choice within 30 feet of the Lord of Pride that can hear him must succeed at a DC 16 Wisdom saving throw or be stunned. Targets stunned by Hubristic Battlecry can save again at the end of each of their turns.
Reactions
Parry. The Lord of Pride adds 4 to his AC against one melee attack that would hit him. To do so, the Lord of Pride must see the attacker and be wielding a melee weapon.
Legendary Actions
The Lord of Pride can take three 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 Lord of Pride regains spent legendary actions at the start of his turn.
Greataxe or crossbow attack. The Lord of Pride makes one attack with his greataxe or crossbow.
Saving Throw. The Lord of Pride makes an immediate saving throw against a condition or effect that is affecting him.
Challenge your Pride. The Lord of Pride taunts an opponent and challenges its pride. One creature that can see and hear the Lord of Pride must succeed at a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws. The target can save again at the end of each of its turns.
Lair Actions
Those who live within half a mile of the Lord of Pride's lair tend to be touchy and quick to anger if insulted. Petty fights and scuffles are rampant close to his lair. If the Lord of Pride is encountered in his lair, his CR is 11 (7,200 XP). On initiative count 20 (losing initiative ties), the Lord of Pride takes a lair action to cause one of the following effects. The Lord of Pride can't use the same effect two rounds in a row.
- The Lord of Pride smacks the ground with the butt of his weapon and a tremor shakes the lair in a 40-foot radius around him. Each creature other than the Lord of Pride on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone.
- A random target within 60 feet of the Lord of Pride becomes prickly and proud. It must succeed on a DC 16 Wisdom saving throw or until the end of its next turn suffer the following effects: it must take any attack of opportunity available, even against allies. The affected target counts as an enemy to its allies in terms of causing disadvantage on ranged attacks, blocking movement, and so forth.
- Until initiative count 20 on the next round, any enemy that tries to make a ranged attack in the Lord of Pride's lair is wracked with pain. The creature can choose another action, but if it tries to make the ranged attack, it must make a DC 16 Constitution saving throw. On a failed save, it takes 3 (1d6) psychic damage and loses its action.