Warcraft - Maiden of Virtue

During the worst of Medivh's madness, he frequently hosted depraved and perverse parties that held so much debauchery that it even garnered the attention of a Titanic Watcher - the Maiden of Virtue, who sought to intervene. She was found wanting against the Last Guardian's magic, and was instead entombed within Karazhan as as party piece, one final cruel jape by the now deceased archwizard.

Whatever virtues the Maiden once held have long since deteriorated in the corrupting tower of Karazhan, and now she stands only as a watcher against intruders, attacking indiscriminately with purifying light.

As a standalone encounter, the Maiden of Virtue can be slotted into any existing dungeon or indoor area. They are intended to be a challnge for a party of level 8 characters.

Encounter

Light: Bright Light.


Creatures: Maiden of Virtue


Setup: Included in Appendix A are example battlemaps you can use for the Maiden of Virtue encounter. It takes places in an octagonal room, with a small raised platform in the centre on which the Maiden stands to start the fight. Spread around the arena are pillars that provide cover from attacks. Along the bottom left and right corner edges are two shallow pools of water, which count as difficult terrain.


Tactics: The Maiden of Virtue does not attack unless the party attacks her first, or passes beyond the northern set of pillars, at which point she engages. Once initiative is rolled, the area north of the northern set of pillars is filled with radiant light. Creatures that remain in that area take 4d10 radiant damage at the end of their turn. This lasts until the Maiden is dead, or the party is.

On each of her turns, the Maiden alternates using Holy Pulse (Close) and Holy Pulse (Far). If this is interrupted due to conditions such as being stunned, she always starts with Holy Pulse (Close).

After at least two rounds, she uses Repentance and Holy Wrath, and then uses it again whenever it Recharges, but no more than once every three rounds. Otherwise, she engages whichever target is closest to her, with no particular preference for strategic value. She preferences using Holy Fire and Holy Bolt on targets at range, instead of those in melee.


Rewards: The Maiden of Virtue holds no rewards herself, but Medivh did secret away a few items as a 'reward' for any intrepid guests potent enough to defeat her. Should they be victorious, they receive a pair of Bracers of Defense, a pair of Gloves of Quickening, and the Iron Gauntlets of the Maiden. The latter two items are described in Appendix B.


Maiden of Virtue

Huge Construct, Neutral Evil


  • Armor Class 17
  • Hit Points 207 (18d12+90)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 12 (+1) 16 (+3) 13 (+1)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, radiant
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Titanic
  • Challenge 10 (5900xp)

Immutable Form. The Maiden of Virtue is immune to any spell or effect that would alter its form.

Magic Resistance. The Maiden of Virtue has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Maiden of Virtue's weapon attacks are magical.

Holy Bulwark. After casting Repentance, the Maiden of Virtue gains 2d12 temporary HP.

Actions

Multiattack. The Maiden uses her Holy Fire ability. She then makes two Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Holy Fire. The Maiden targets a creature within 60ft. They must succeed on a DC15 Constitution Saving throw or take 3d10 radiant damage and be afflicted by Holy Burns for 1 minute. At the end of each of their turns while afflicted by Holy Burns, they take a further 4d10 radiant damage, increasing by 1d10 each time this deals damage. Holy Burns can be removed by either the target or an ally spending an action to wave out the fire. On a successful saving throw they take half the initial damage and are not afflicted by Holy Burns.


Repentance and Holy Wrath (Recharge 5-6). The Maiden calls up the sins of those who would strike against her. All creatures within 100ft must make a DC15 Wisdom saving throw or be Incapaciated for 1 minute and have a speed of 0. This ends if the creature takes any damage or if another creature uses an action to shake them out of their stupour. The Maiden then begins concentrating on Holy Wrath. If her concentration is not broken before the start of her next turn, she unleashes a wave of radiance. All creatures within 100ft take 3d10 radiant damage, and all future sources of radiant damage are increased by 1d10 for 1 minute.

Bonus Actions

Holy Pulse (Close). The ground around the Maiden is filled with purging radiance. All creatures within 15ft take 2d10 radiant damage.

Holy Pulse (Far). The ground further from the Maiden is filled with purging radiance. All creatures further than 15ft away from her, but no more than 100ft away, take 2d10 radiant damage.

Legendary Actions

The Maiden of Virtue can take 2 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. The Maiden of Virtue regains spent legendary actions at the start of its turn.

Move. The Maiden can move up to her movement speed, without provoking opportunity attacks.

Slam. The Maiden makes one Slam attack.

Holy Bolt (2 actions). The Maiden launches a bolt of holy light towards a target. They must succeed on a DC15 Dexterity saving throw or take 2d10 radiant damage, or half damage on a successful save. If another creature other than the Maiden is within 10ft of the target, then Holy Bolt chains to affect the second creature also. This can repeat, but only affect a creature once per use.

Appendix A: Battlemaps

Link

Link

Appendix B: Magical Items

Gloves of Quickening

Wondrous Item (Gloves), Uncommon (Requires attunement)

If you use your bonus action to make a two-weapon fighting attack while attuned to these gloves, you can make an additional attack as part of the same bonus action.

Iron Gauntlets of the Maiden

Wondrous Item (Gloves), Rare (Requires attunement, Medium or Heavy Armour Proficiency)

The purifying energies of the Maiden of Virtue are within these gloves. While attuned to them, all weapon and spell damage you deal is changed into Radiant damage. This overrides other features or abilities that change damage types. If you have the Divine Smite ability, whenever you use Divine Smite the damage is increased by 1d8.