King Dradoc Maengor

King Dradoc Maengor is a stern, imposing man in his late fifties with silvering hair, sharp facial features, and cold, calculating eyes framed by deep lines of stress. He wears fine velvet doublets in deep hues, layered over lightweight, polished mail and draped with a heavy mantle of dark fur fastened by a dragon-crested clasp. A heavy signet ring bearing the draconic emblem of House Maengor glints on his right hand. He carries himself with a rigid, unbroken posture, though his hands often rest tightly on the pommel of his blade or flex restlessly when pressed on state matters.
His voice is low, resonant, and measured, cutting easily across grand halls without needing to be raised. Beneath his calm, authoritative royal presence, however, lies the quiet exhaustion of a ruler trapped under the weight of decaying historical deceptions and mounting political threats.
King Dradoc is fiercely protective of Drosau and his family, viewing the survival of the crown and nation as his paramount duty. He has no tolerance for public dissent or treasonous chatter, reacting with swift, stern authority against anyone who threatens the fragile stability of his realm.
Landmarks & Points of Interest
No known landmarks.
Adventure Hooks
No adventures found.
King Dradoc Maengor
Armor Class 18
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws Str +6, Con +6, Wis +5, Cha +7
Skills Athletics +6, History +5, Insight +8, Intimidation +7, Perception +5, Persuasion +7
Damage Resistances Cold
Condition Immunities Frightened
Senses Passive Perception 15
Languages Common, Drosauan
Challenge 6 (2,300 XP)
Commanding Presence. Allies within 30 feet of King Dradoc who can see or hear him have advantage on saving throws against being Charmed or Frightened.
Tactical Master. Once per turn, when King Dradoc hits a creature with a weapon attack, he can choose one ally within 30 feet who can see or hear him. That ally can use its reaction to make one melee weapon attack or move up to half its speed without provoking opportunity attacks.
Multiattack. King Dradoc makes three Longsword attacks or two Heavy Crossbow attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 4 (1d8) cold damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Royal Command (Bonus Action). King Dradoc targets one ally he can see within 30 feet. If the target can hear him, it can immediately use its reaction to make one weapon attack or take the Dash action.
Unyielding Stance (Bonus Action). King Dradoc braces himself, gaining 15 temporary hit points until the end of his next turn.
Parry. King Dradoc adds 3 to his AC against one melee attack that would hit him. To do so, King Dradoc must see the attacker and be wielding a melee weapon.
Rallying Cry (1/Day). When an ally within 30 feet of King Dradoc is reduced to 0 hit points, King Dradoc can issue a commanding order. The target ally instead drops to 1 hit point, provided they can hear him.
