homebrewed high-level d&d duel!
last session, the barbarian dueled the leader of her home country for the right to have an audience with them. yes, the first duel i ever designed/ran was for a LEVEL 17 BARBARIAN. please enjoy the homebrewed statblock of said leader (designed on purpose for a duel. if the whole party was fighting this npc, they'd be buffed way more and/or have allies).
duel rules: no magical weapons/weapons with reach. they fought until "first blood" (narratively: first grievous wound; mechanically: until half-health). initiative was re-rolled at the start of every round because initiative matters a LOT in a duel. it was surprisingly well balanced and basically came down to whoever won initiative in the last round won the duel. (barbarian pc won, yay!)
(as usual, the statblock is formatted the way i like to format them, official d&d 5e statblock organization is fucked.)
High Imperator Zulwuf Yaustiin
Medium drow, they/them
AC: 20 (plate and shield)
HP: 300
Speed: 30 ft.
Initiative: +9 (with Alert feat)
Saving Throws: STR +10, DEX +4, CON +10, INT +1, WIS +2, CHA +0
Senses: Blindsight 10ft
Action Surge (2/Rest). The Imperator takes one additional action on their turn.
Indomitable (3/day). The Imperator can reroll a saving throw that they failed. They must use the new roll.
Improved Critical. The Imperator’s weapon attacks score a critical hit on a roll of 19 and 20.
Maneuvers. When the Imperator takes the attack action, they can choose up to two weapon attacks that hit to deal an extra 1d10 damage (same damage type as the attack) and cause one of the following effects:
Menacing. The target must succeed on a DC 19 Wisdom saving throw or be frightened of the Imperator until the end of the Imperator’s next turn.
Precision. The Imperator can add 1d10 to an attack roll. They can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Brace. When another creature moves into the Imperator's reach, the Imperator can make one attack against the creature. If the attack hits, add 1d10 to the damage roll.
Parry. When another creature damages the Imperator with a melee attack, the Imperator can use their reaction to reduce the damage by 1d10 + 4.
Riposte. When a creature misses the Imperator with a melee attack, the Imperator can use their reaction to make a melee weapon attack against the creature. On a hit, add 1d10 to the damage.
Second Wind (1/Rest). The Imperator regains 1d10 + 20 hit points.
Multiattack. The Imperator makes three attacks with their war hawk, or one shield bash attack and two war hawk attacks.
War Hawk. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage.
Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d4 + 5 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.