The gruff but, fair king of Tazmyr.
Alendar Ironbeard Level 18 Soldier (Leader) Medium natural humanoid XP 2,000 Initiative +14 Senses Perception +19; low-light vision HP 178; Bloodied 89 AC 34; Fortitude 33; Reflex 28; Will 30 Saving Throws +5 against poison effects Speed 5 m Waraxe (standard; at-will) • Weapon +25 vs AC; 1d12 + 8 damage, and the target is marked until the end of the guard’s next turn M Shield Bash (minor 1/round; encounter) +24 vs Fortitude; 1d10 + 8 damage, and the Iron Gate guard pushes the target 1 square. If the target is marked by the guard, the guard can shift into the space the target vacates Stand Your Ground When an effect forces a guard to move—through a pull, a push, or a slide—the guard moves 1 square less than the effect specifies. When an attack would knock a guard prone, the guard can make a saving throw to avoid falling prone. Alignment Good Languages Common, Dwarven Skills Dungeoneering +16, Endurance +19, Acrobatics +10, Athletics +17, Diplomacy +15 Str 21 (+14) Dex 17 (+12) Wis 20 (+14) Con 26 (+17) Int 16 (+12) Cha 13 (+10) Equipment Plate Armor, Waraxe © 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
Alendar Ironbeard started his life as a simple mercenary for hire. It was with much skill and a fine reputation for fairness that he eventually gathered followers around him and when Tazmyr found itself without a king during the Mage Wars it came down to Alendar and another fighter by the name of Boral Nusan. Each with their own factions served faithfully and fully next to each other to defend Tazmyr during the Wars with the main philosophical difference being their outlook on wizards. Boral seeking to destroy anyone that reminded him or his brother and Alendar seeking to simply co-exist. Now many years later Boral serves as Alendar’s most trusted military general and guards the border with Magos ensuring that the Wizard ruled nation doesn’t get it into their heads to start a new war.