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Konzgart

Medium Dwarf, High Guard, Lawful Good

Armor Class 18 (Stenerr)
Hit Points 142 15d10+60
Speed: 25 ft

STR

16
( +3 )

DEX

10
( +0 )

CON

18
( +4 )

INT

14
( +2 )

WIS

13
( +1 )

CHA

12
( +1 )

Saving Throws Strength (+7) Constitution (+8)
Skills According to Overall Abilities
Strength
Constitution
Intelligence
Damage Resistances Bludgeoning, Slashing, Piercing, Fire
Condition Immunities Charmed, Frightened, Paralyzed, Exhausted
Senses Darkvision
Languages Common, Dwarfish, Gnomish, Goblin
Challenge Rating 11
Proficiency Bonus +4

Description

The Konzgart are some of the most renowned positions to be in while remaining to be a guardsman. They are given the highest opportunity to hand out lethality, and use a high degree of discretion as they do so. The weapons in their possession, notably the Drakkonz, is simply made for the best of the best, the cream of the crop. With it, the King's Guard use the King-Sword effortlessly, annihilating any who stand in their wake. All that would be left of them tend to be little more than indecipherable organs and skin, along with whatever kind of armors was worn.   The Konzgart themselves don what is called "Stenerr", literally translated to "stone armor". The crafts that were involved with the making of such armor are currently a trade secret, but the result shows, as the appearance of such protections looks as though they wear the earth itself.   The Konzgart are Level X Dwarfs.   Gear: Drakkonz (Greatsword), Stenerr (Plate, Heavy), Holy Symbol, 20 GP.

Ideals

Highest Principles. (Lawful) The King's Guard are above all expected to fulfill their oaths of maintaining the life of the Lord, whomever it may be. They seek to accomplish this task in any way possible.

Bonds

Lifelong Sacrifice. (Glory) In their lives, the Konzgart have spent much of their time dedicated to the ways of warfare and achieving their own goals, advancing through the ranks through discipline and resilience against any challenge.

Flaws

Stubborn. (Inflexible) The Konzgart are unwilling to enact any plan that puts the Lord's life or the realm at risk. If such a violation is made, they would see to it that the violation is justly punished.

Suggested Environments

The Konzgart reside only with the Lord, and preserve his interests alone. Inside a Konzrem, or Kingdom, the safety of the Lord is kept to the utmost importance, above nearly all conditions. They guard and stand outside of the royal halls, the regal armories, and in some instances, the hospitals. Their presence is a calming one, and when a common Dwarf encounters the sight of a King's Guard nearby, their anxiety, if there were any, drops drastically. They are the stalward of the Dwarfish guard, residing in the lands of their kin and maintaining safety of others.


Unique Traits.
Konzgart-Klemnir (Promise of the King's Guard).
In combat, the Konzgart fight with a defensive tenacity. While one of the King's Guard is within twenty feet of another, their AC is increased by 4.
In addition, they strike their enemies with heightened strength, cutting deeper into their foes. The Drakkonz deals and additional d10 and adds proficiency to the damage. If a King's Guard is reduced to 0 HP or lower, it regains half of its health, yet does not enjoy the defensive bonuses as part of their oath. This oath requires their holy symbol to be used, of which can occur only once before losing its runic powers for a considerable amount of time.

Actions

Multiattack. The Konzgart can make two attacks with the Drakkonz, their renowned greatswords.
Drakkonz. +7 to hit, single target. 5 ft. Range, 19 3d10+3 Slashing damage, or 29 4d10+7 Slashing damage, if trait is active.


Created by

IrishCatholic14.

Statblock Type

NPC Sheet

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