Medium Swarm of Medium undead, Lawful Evil
AC 20 Dwarven plate, shield    Initiative +2 (12)
HP 178 (19d8 + 95)
Speed 30 ft.
Mod Save
STR 20 +5 +18
DEX 14 +2 +2
CON 20 +5 +18
Mod Save
INT 12 +1 +1
WIS 16 +3 +14
CHA 18 +4 +16
Skills Athletics +9, Intimidation +7, Perception +17, Stealth +3, Survival +7
Resistances Bludgeoning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear dwarven plate armor and shield. lesser ring of power. Andúril, the Shadow Flame (+2 longsword)
Senses Darkvision 120 ft.; Passive Perception 17
Languages Black Speech, Common, Elvish, Marquesian elvish, common, quenya
CR 12 (XP 8,400; PB +4)
Traits

he Shattered Lineage. Creatures of the DM's choice within 30 feet of Aragorn have disadvantage on saving throws against being Frightened.

Ring-Bound Resilience (1/Day). If Aragorn is reduced to 0 hit points, he instead drops to 1 hit point and becomes Invisible until the end of his next turn.

Legendary Resistance (2/Day). If Aragorn fails a saving throw, he can choose to succeed instead.

Actions

Actions

Multiattack. Aragorn makes three attacks with Andúril, the Shadow Flame.

Andúril (+2 Longsword). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 ($1d10 + 6$) slashing damage plus 9 ($2d8$) necrotic damage.

Withered Hand (Recharge 5–6). Aragorn reaches out to touch a creature within 5 feet. The target must make a DC 17 Constitution saving throw, taking 36 ($8d8$) necrotic damage on a failed save, or half as much on a successful one. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken.

Bonus Actions

Bonus Actions

  • Shadow Mark: Aragorn chooses one creature he can see within 30 feet. Until the start of his next turn, Aragorn’s melee attacks deal an extra $1d8$ necrotic damage to that creature.

    • Tactical Use: This helps him focus down a high-HP player (like a Paladin) or ensures a kill on a priority target.

  • Tactical Shift: Aragorn takes the Disengage action.

  • Call of the Void: Aragorn targets one creature he has Frightened. The target must immediately use its reaction to move up to half its speed away from Aragorn.

    • Tactical Use: This "scares" players away from objectives

Reactions

Parry: Aragorn adds +4 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.

Legendary Actions

Legendary Actions

Aragorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.

  • Wraith Step. Aragorn teleports up to 30 feet to an unoccupied space he can see.

  • Strike of the Fallen King. Aragorn makes one attack with Andúril.

  • The King's Terror (Costs 2 Actions). Aragorn releases a wave of psychic dread. Each creature within 20 feet must succeed on a DC 16 Wisdom saving throw or be Frightened for 1 minute. A creature can repeat the save at the end of each of its turns.

Description

 

Aragorn, The Wraith-King is a towering figure of sorrow and shadow. He wears the blackened, scorched remains of the armor of the White Tree, now etched with glowing runes of the Black Speech. Where a face should be, there is only a hollow void beneath a crown of rusted iron, lit by two flickering orbs of pale, spectral blue light.

He wields Andúril, the Shadow Flame. Once the Flame of the West, the blade was re-forged in the fires of Mount Doom after the Ring returned to its master. It no longer shines with the light of the sun and moon; instead, it bleeds a thick, oily black smoke that clings to the ground like a shroud.

When he speaks, his voice sounds like the grinding of stone on stone—a kingly authority stripped of all warmth and replaced by the cold command of the One Ring.


Character Details & Personality

The Tragedy of the Failed King

Aragorn did not fall because of malice, but because of his love for his people. When the Fellowship failed and the Shadow fell over Minas Tirith, he accepted a Lesser Ring from a disguised Sauron, believing its power could protect the survivors. Instead, it slowly "stretched" his life, pulling him into the Wraith-world until his identity was consumed. He is now the ultimate enforcer of the regime he once fought to prevent.

Combat Persona

  • Tactical Brilliance: Unlike a mindless monster, Aragorn is a master general. He will use the environment to his advantage, cutting off escape routes and targeting the weakest links first to demoralize the party.

  • The Hunter of the Bloodline: He is obsessively driven to find any remnants of the Dúnedain or royal decent.

Inner description

 

  • The Broken Promise: He might still carry a rotted, greyed leaf of Mallorn or a shattered pendant of Arwen—small reminders of the man he was that now serve only to fuel his bitterness.

  • The Silent Aura: Animals refuse to go near him. As he approaches your village square, the horses should bolt and the birds should go silent, leaving only the sound of his heavy, metallic footsteps.

 

 

Lair and Lair Actions

The Lair: The Ashen Citadel

The White Tower is now blackened by soot and shadow. The once-living White Tree of Gondor is a petrified, skeletal claw in the courtyard. The throne room is freezing, and the air is thick with the "Breath of Shadow"—a magical fog that makes it hard to breathe.

Lair Actions

On Initiative Count 20 (losing initiative ties), Aragorn can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Spectral Sentinels: Ghostly images of fallen Gondorian soldiers rise from the floor. Each creature of Aragorn's choice within 60 feet must succeed on a DC 15 Wisdom saving throw or take $3d6$ cold damage and have its speed halved until the start of the next round.

  • Aura of the One Ring: The Eye of Sauron flares in the distance, visible through the shattered dome. Each player must make a DC 15 Charisma saving throw. On a failure, they are Charmed by the Ring's influence, compelled to move toward Aragorn and offer him their most valuable weapon. This effect ends if they take damage.

  • The Weight of the Crown: Gravity increases in a 40-foot radius centered on a point Aragorn can see. The area becomes difficult terrain, and any creature starting its turn there must succeed on a DC 15 Strength saving throw or be knocked Prone.

Tactical Environment Features

  1. The Shattered Throne: Provides Three-Quarters Cover (+5 AC) to Aragorn if he stands behind it.

  2. Void Pits: Areas where the floor has collapsed into pure shadow. Any creature falling in takes $4d6$ necrotic damage and is teleported to a random corner of the map.

  3. The Frozen Tree: If the fight happens near the petrified White Tree, any fire spells cast within 20 feet of it deal half damage, as the tree "drinks" the heat from the air.

Monster Tags: undeadHumanleader

Habitat: ForestGrasslandHillMountainUrban

Treasure:  Relics

veras69

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