White’s creation marked the beginning of the Game in more or less the form it is seen today. He was bold, innovative, and, although both will argue otherwise, equal in power to Black. The first true Game, where Black actually had opposition, still ended in White’s defeat, however. This was no wonder: Black had his defenses well-placed, his soldiers already trained. But White, upon the next Game, returned, and proved always willing to adapt, rapidly, to shore up his weaknesses. His tactics evolved. In that second game, White lead boldly, keeping a calm and balanced mind, and in that same game found his Queen. Black’s first defeat quickly followed.
The King in White
Medium construct, lawful neutral
Armor Class 20
Hit Points 133 (19d10+38)
Speed 40 ft.
|20 (+5)||16 (+3)||14 (+2)||16 (+3)||18 (+4)||22 (+6)|
Saving Throws Strength +11, Dexterity +9, Charisma+12
Skills Arcana +9, Deception +12, Insight +10, Intimidation +12, Perception +10, Persuasion +12, Religion+9,
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Common, telepathy 120 ft.
Challenge 17 (18,000 XP)
- Boardsight. The King in White is aware of all creatures’ exact location whilst on the Board. He is equally aware when a creature on the Board has been killed or destroyed (and can usually quickly reason out who is responsible for that destruction).
- From Birth to Dust. The King in White is automatically teleported back to the Board demiplane if he is ever elsewhere for more than three rounds, reappearing wherever he originally vanished from or the nearest appropriate space if the original space is occupied.
- Legendary Resistance (3/day). If the King in White fails a saving throw, he may choose to succeed instead.
- Mad Lover. Every Game, the Queen of the White Court will find her husband, despite no force apparently reviving her.
- Magic Resistance. The King in White has advantage on saving throws against spells and other magical effects.
- A Game Anew. If destroyed, the King in White revives fully healed after one century, forming on the Board in a spot safe (usually near his palace, if not destroyed in the previous Game or currently occupied by Black forces).
- Draw. A Good Game. If the King in White is destroyed while the King in Black is still reforming (or vice versa), he is permanently destroyed, unable to reform (as is the King in Black). Equally, if both the King in White and King in Black agree to a Draw, both are also permanently destroyed. The King in White is fully aware of everything just noted.
- Master Tactician. The King in White is considered proficient and has advantage on any check involving warcraft or the history of war. Additionally, checks made to decipher his tactics and the purposes of his troop movements are made with disadvantage.
- Create Army. Every Game, the King in White may summon anywhere within 1 mile of himself the following total number of each creature:
- 800 White Pawns
- 8 White Rooks
- 8 White Bishops
- 8 White Knights
The King in White may create these Pieces at any point, at a rate of 16 Pieces a round, up to the maximum noted for each type of Piece. If a position he is creating a Piece upon is occupied or dangerous, the Piece is formed in the nearest safe space unharmed. The King in White generally all his pieces near the start of a Game, in order to perform bold strikes against Black’s sometimes lacking early game defenses. However, as Black has slowly adapted to this tactic, it is not unheard of for White to try unusual intervals in the creation of his forces.
- Summon Piece (Recharge 6). A willing creature of the King in White’s choice is immediately teleported to a space of its choice within 5 ft of him. The affected creature must be present on the Board demiplane for this ability to work.
- Heal Piece. An allied construct within 100 feet of the King in White’s choice is healed 2d10 hp. The King in White must be able to see the piece.
- Multiattack. The King in White makes three attacks, using his King’s Blade and Strike of Impossible Stone attack in any combination he desires. One of these attacks may be replaced by his Disarm attack if he so chooses.
- The King’s Blade. Melee Weapon Attack: +16 to hit, reach 5ft, one target. Hit: 15 (1d10+10) slashing damage. This weapon is made from adamantine, treating any successful hit on an object automatically as a critical hit. This weapon is a +5 magical weapon, and its attacks are treated as appropriate.
- Disarm. Melee Weapon Attack: +16 to hit, reach 5ft, one target. Hit: The target must make a DC 18 Strength Saving throw. On a failure, the King in White forces the target to drop whatever they are holding, and may choose to either immediately grab one of the dropped items as part of this action, or toss one of the dropped items to any square up to 30ft away (this toss is not an attack).
- Strike of Impossible Stone. As his choice of either a bonus or standard action, the King in White may make the following attack:
- Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 11 (1d12 + 5) bludgeoning damage.
The King in White can take 3 legendary actions, choosing from the options below. Only one legendary action option can be chosen at one time and only at the end of another creature’s turn. The King in White regains spent legendary actions at the end of his turn.
- Mighty Blade (Costs 1 Action). The King in White makes an attack with the King’s Blade with advantage. He must be wielding the King’s Blade to perform this action.
- Clear Orders (Costs 2 Actions). Up to three creatures who can hear the King in White may immediately move their speed and make a single melee or ranged attack.
- Bold Charge (Costs 3 Actions). The King in White moves up to his speed and then attacks with the King’s Blade with advantage. A successful hit is automatically treated as a critical hit. Whether the attacks hits or misses, the target may then immediately melee attack the King in White with advantage if able.
The King’s Blade: This +5 adamantine Longsword is White’s most prized possession. It is an object foreign to the Board, brought in by a swordmaster from the Astral Plane. It is said White slew him in a duel that lasted three hours, and nearly lost him the Game in the process. It is not unheard of for Black, after a winning Checkmate, to seize the weapon and later ransom it to White for boardspace or some other advantage.
The King in White was created to look about thirty, with a well-kept beard and medium length hair. He is confident and outspoken, but only rarely is he willfully rude or foolishly brash (and only then in great anger or terrible desperation). He appears eternally armored, looking like a cavalier carved of a beautiful white stone. Where his foil, Black, was created to appear as a wise old king, White is built in the image of the experienced warrior king, who leads troops by example. White is no fool, and avoids being directly in the front lines, but only rarely will he be found in his palace. Should he ever require emergency aid, his Queen shall race to him like a bolt of lightning, as his loyal troops guard him with their lives.