Monday, July 28, 2025

Duncan McGregor, Undead Gallowglass

 

Sir Duncan McGregor 
Medium undead (human), lawful evil 

Attributes 
Str: 18 / +4
Dex: 12 / +1
Con: 16 / +3
Int: 11 / +0
Wis: 13 / +1
Cha: 14 / +2

Saving Throws Con +6, Wis +4
Skills Athletics +7, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned, exhaustion
Senses darkvision 120 ft., passive Perception 14
Languages Common, understands Elvish and Infernal (can’t speak Infernal)
Challenge 7 (2,900 XP) | Proficiency Bonus +3 

Greatsword (Specialized). Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 6 (1d10 + 1) piercing damage.

Reactions 
Parry. Sir Duncan adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

Traits 
Undead Fortitude. If Sir Duncan is reduced to 0 hit points, he makes a Constitution saving throw with DC 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.

Weapon Specialization. Sir Duncan wields a massive greatsword with deadly precision. He gains a +1 bonus to attack and damage rolls with it (included above).

Protector’s Duty. When a creature Sir Duncan can see attacks an ally within 5 feet of him (typically Prince Brannart), he can use his reaction to impose disadvantage on the attack roll.

Defender’s Presence. Allies within 5 feet of Sir Duncan gain a +1 bonus to AC while he is conscious.

Poison Immunity. Immune to poison damage and the poisoned condition.

Legendary Bodyguard. If an ally Sir Duncan can see within 30 ft. would be reduced to 0 HP, he may immediately move up to half his speed and become the target of the attack or effect instead, taking the damage himself.


Legendary Actions

Sir Duncan can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Sir Duncan regains spent legendary actions at the start of his turn. 
  • Greatsword Attack. Sir Duncan makes one greatsword attack.
  • Bodyguard’s Step. Sir Duncan moves up to half his speed toward an ally without provoking opportunity attacks.
  • Menacing Glare. One creature Sir Duncan can see within 30 feet must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.

Notes 

  • Sir Duncan, Undead Gallowglass, is from an alternate Glantri where Duncan's uncle and laird, Prince Brannart, has slain and raised his nephew to be a skeleton champion and bodyguard. Duncan retains a portion of his free will, despite certain familial and necromatic obligations that bind him to his Uncle, a Lich.
  • Similar to his uncle, Duncan wears the cap and tartan colors of the McGregor Clan. Because he has now become a skeleton similar to Prince Brannart, some wonder if this is a clever ploy to confuse possible assassins. As skeletons, the two look very much alike. The differences come into play when one uses spells and the other draws a claymore.
  •  Specialty is as a Gallowglass with special abilities that provide protection to target ally, typically to his hated liege, Prince Brannart.

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