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Udor The Unstoppable, Hero Of The Siege Of Berkal

During the Siege of Berkal, Udor was a gate captain ordered to hold the eastern breach until the last civilians had crossed the river. He held it through fire, collapsing stone, and repeated assaults, then led the survivors out himself. Stories claim that he stood alone against an army; the truth is that he kept finding frightened people who needed one more minute. Whether he is still the original Udor, an old soldier made into a legend, or simply a man who has refused to stop is left deliberately uncertain.

Medium humanoid · CR 20 , hard encounter for a fresh party of four 20th-level characters, custom estimate · Unique

Udor The Unstoppable, Hero Of The Siege Of Berkal

A legendary siege defender whose stubborn courage became almost supernatural. Udor is a mortal veteran, not an invulnerable champion: he can be wounded, outmaneuvered, and persuaded, but no ordinary threat can make him abandon those he protects.
AC20
HP350/350
CR20 , hard encounter for a fresh party of four 20th-level characters, custom estimate
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 20 · HP 350 · CR 20 , hard encounter for a fresh party of four 20th-level characters, custom estimate

Udor The Unstoppable, Hero Of The Siege Of Berkal

Medium humanoid (human veteran, custom legendary champion), lawful neutral
Armor Class20 (plate armor, shield)
Hit Points350 (28d12 + 168)
Speed
30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdom
SkillsAthleticsInsightIntimidationPerceptionSurvival
Damage Resistances
Bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
Frightened
Weaknesses
Udor is mortal and can be affected by conditions and spells that target humanoids.
He has no special defense against effects that target Intelligence or Charisma saves.
His protective instincts can be exploited by creating credible threats to multiple people or locations at once.
Senses
Passive Perception 20
Languages
Common,
One additional language of the DM's choice
Challenge20 , hard encounter for a fresh party of four 20th-level characters, custom estimate
Hit Dice28d12
Proficiency Bonus+6
Saving Throw DC21
Greatsword Attack+13 to hit, reach 10 ft.
Siege-Stone Attack+13 to hit, range 30/120 ft.
Unshakable. Udor has advantage on saving throws against being charmed or frightened.
Legendary Resistance (3/Day). Udor has 3 uses of Legendary Resistance. If he fails a saving throw, he can choose to succeed instead. He regains all expended uses when he finishes a long rest.
Siege-Hardened. Udor has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This custom trait represents his armor, shield work, and unyielding defense, not supernatural invulnerability.
Hero's Armament. Udor's weapon attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Actions

Multiattack. Udor makes three attacks, choosing from Greatsword, Shield Bash, and Siege-Stone. He can replace one attack with a use of Break the Line.
Greatsword. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 30 () slashing damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Shield Bash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 19 () bludgeoning damage, and the target must succeed on a Strength saving throw or be pushed 10 feet. A creature that collides with a solid surface takes 7 () bludgeoning damage.
Siege-Stone. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 27 () bludgeoning damage. The target must succeed on a Strength saving throw or be knocked prone.
Break the Line. Udor drives his sword into the ground and surges forward in a 30-foot-long, 10-foot-wide line. Each creature in the line must make a Dexterity saving throw, taking 45 () bludgeoning damage on a failure, or half as much on a success. On a failure, a creature is also knocked prone. Nonmagical objects and structures in the line take double damage. Udor can then move up to half his speed without provoking opportunity attacks.
Hold Fast (Recharge 5-6). Udor chooses up to three creatures he can see within 60 feet. Each target must make a Wisdom saving throw. On a failure, a target is frightened of Udor until the end of its next turn. A target that succeeds is immune to this feature for 24 hours.

Reactions

Not One More. When Udor or a creature he can see within 5 feet is hit by an attack, Udor reduces the damage by 20. If the protected creature is within 5 feet, Udor can move into its space if unoccupied, switching places with it.

Legendary Actions

Advance. Udor moves up to half his speed without provoking opportunity attacks.
Strike. Udor makes one Greatsword attack against a creature within reach.
Drive Back (costs 2 actions). Udor makes one Shield Bash attack against a creature within reach. On a hit, the target has disadvantage on the next attack roll it makes before the end of its next turn.
Hold the Breach (costs 3 actions). Udor uses Break the Line, if available. He cannot use this legendary action again until the end of his next turn.
Role
Legendary solo defender and battlefield controller
Built for
Four characters of 20th level; intended as a hard solo encounter, with terrain and objectives affecting difficulty

Gear

  • Berkal's Last Blade (Weapon, Nonmagical; a masterwork heirloom with no additional mechanical bonus)A scarred, two-handed blade that Udor wields in one hand when his shield is raised. Its damage is included in his Greatsword attack.
  • Gate-Iron Shield (Armor, Its benefit is included in Udor's AC)A tall shield made from salvaged gate iron and patched with plates marked by the defenders of Berkal.
  • Defenders' tokens (Keepsake, Priceless to Udor; negligible coin value)A pouch of chalk, bandages, and small tokens belonging to those he rescued during the siege.

Notes for the game master

Udor is a custom legendary humanoid, not a canonical D&D monster.
The damage resistance, Siege-Stone attack, Break the Line, Hold Fast, and legendary actions are custom features.
Udor can take 3 legendary actions, choosing from the options above, at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
Udor has 3 uses of Legendary Resistance. If he fails a saving throw, he can choose to succeed instead.
Udor's Siege-Stone attack represents hurling a chunk of masonry or a heavy piece of battlefield debris, not a magical projectile.

Tactics

  1. Opening

    Udor begins between the party and whatever he is protecting. He warns the group once, then uses Hold Fast if they continue to advance. If battle is inevitable, he uses Break the Line to disrupt a tightly grouped front line.

  2. Mid-fight

    He uses Shield Bash to displace enemies from allies and Greatsword to punish isolated targets. He reserves his reaction to blunt the hardest incoming hit and uses his legendary movement to keep enemies from surrounding him.

  3. End of the fight

    Below half hit points, Udor uses Hold Fast to halt a rush, then Break the Line to scatter clustered foes or reach a vulnerable threat. He does not flee while allies or civilians remain in danger.

  4. Retreat

    Udor does not retreat because of injury or fear. He withdraws only to protect civilians, reinforce a defensible position, or prevent a greater threat from passing him. He yields if the party proves that the danger has ended and offers a credible way to keep people safe.

How it fights

Udor holds a chokepoint and uses his shield to keep enemies away from weaker allies.
He uses Greatsword against the largest immediate threat and Shield Bash to remove an enemy from an ally's reach.
He does not waste attacks on creatures that are not threatening his charge or the ground he is defending.
He uses legendary Advance to intercept enemies moving toward civilians or objectives.

Who it attacks first

A creature attacking the people or objective Udor is protecting
A creature attempting to pass the defensive line
A nearby threat that can be pushed away from an ally
A spellcaster or ranged attacker creating immediate danger to the defenders

Works well with

Allies with ranged attacks can exploit the space Udor creates when he pushes enemies away from his protected ground.
Defenders, healers, or frightened soldiers give Udor a clear reason to protect a formation rather than chase the party.
An active battlefield hazard makes his forced movement and Break the Line more tactically significant.

How to beat it

Separate Udor from the people or place he is defending, then negotiate rather than pursuing a fight.
Use difficult terrain, flight, or forced movement to deny him the close-range exchanges his attacks favor.
Spread out to reduce the impact of Break the Line and avoid clustering within Hold Fast's range.
Use effects that require Intelligence or Charisma saves, as his strongest saves are physical and mental resolve.
Exploit his protective priorities by creating simultaneous threats, while remembering that this can endanger innocents.

Ways to avoid a fight

Udor can be convinced to stand down by showing that the people he protects are safe and that the threat has genuinely passed.
He will accept a trial of courage, restraint, or service in place of a fight if the party approaches with respect.
He can provide firsthand testimony about the Siege of Berkal, its defenders, and the choices made at the eastern breach.
A party can redirect his vow by presenting a more urgent danger to innocents, though he will expect proof and a concrete plan.

Ecology

Udor is a towering, broad-shouldered veteran in battered plate armor, its surface scored by hundreds of weapon strikes and blackened by siege fires. A faded red sash is knotted beneath his gorget. His greatsword is chipped nearly to the crossguard, but never seems to bend. He carries a door-sized shield patched with mismatched iron plates, each bearing the hammer marks of a different defender.

Behavior

Udor speaks plainly, watches hands and exits, and measures people by whether they protect those beside them. He is not bloodthirsty. Once a fight begins, he advances with deliberate, exhausting pressure and refuses to be drawn away from the ground he has sworn to hold.

How it lives

Udor is a human veteran sustained by discipline, memory, and a vow rather than by any unusual biology. He eats, sleeps, and bleeds like other people, though he can force himself onward long after exhaustion should have stopped him.

Lair

Udor has no permanent lair. If he has a base, it is a practical shelter near the threatened people: a watch post, a half-repaired gatehouse, or a command room converted into a refuge.

Habitat
Ruined fortresses, besieged towns, breached walls, battlefield memorials, and any place where a retreat would leave others exposed.

Signs that it is near

A line of fresh shield dents in old stone, all at the same height.
A faded red sash tied to a gate post, bridge rail, or barricade.
Small iron markers placed beside the names of the dead.
A stretch of wall cleared of rubble as if someone were preparing to hold it again.

Tags

Legendary,
Solo,
Humanoid,
Defender,
Siege of Berkal,
Custom

Lore

During the Siege of Berkal, Udor was a gate captain ordered to hold the eastern breach until the last civilians had crossed the river. He held it through fire, collapsing stone, and repeated assaults, then led the survivors out himself. Stories claim that he stood alone against an army; the truth is that he kept finding frightened people who needed one more minute. Whether he is still the original Udor, an old soldier made into a legend, or simply a man who has refused to stop is left deliberately uncertain.

What drives it

Keep others from being abandoned to a danger he could still face.

After the fight

When Udor falls, the battlefield's clamor seems to stop for one breath. Survivors remember not only the enemy he defeated, but the people he kept alive. If he fought to protect the innocent, his sword may be claimed as a symbol of unity. If he fought for a lost cause, the ruins become a rallying place for those who still believe the siege is not over.

“He held it through fire, collapsing stone, and repeated assaults, then led the survivors out himself.”
From its lore

Variants

The Retired Captain: Reduce hit points to 250, remove legendary resistance, and make Udor more willing to negotiate.
The Last Gate: Increase hit points to 400 and let Break the Line recharge on a 4-6, but Udor begins the encounter exhausted and asks the party to evacuate civilians.
The Living Banner: Udor's allies are the real danger. Keep his statistics unchanged, but add allied soldiers whose morale rises when he uses Hold Fast.

Hooks

Plot hooks

A sealed order found in a ruined commander's chest suggests Udor was told to abandon the civilians at Berkal, but he disobeyed.
The party needs to cross a bridge Udor is guarding because he believes a retreating army is still approaching.
Someone has forged Udor's old insignia to rally soldiers to a new siege, and he wants the deception exposed without turning the recruits into enemies.
Udor requests help recovering the names of the defenders whose tokens he carries, so their families can learn what happened.

How to use it

Present Udor first as a wary guardian who can be talked down if the party understands what he is protecting.
Use him as a climactic solo defender in a broken gatehouse, bridge, or evacuation route with clear terrain and objectives.
Give the party a meaningful noncombat victory condition, such as evacuating civilians, exposing a false order, or proving the siege has ended.
For a party that is not fresh, remove one legendary action per round or reduce his hit points to 280.

Treasure

Berkal's Last Blade, a historic but nonmagical greatsword.
A bundle of defenders' tokens that can identify lost families or unlock a memorial vault.
A sealed, water-damaged dispatch from the Siege of Berkal.
Coin and supplies appropriate to Udor's current station, if he serves as a commander.

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