With the release of Arcane Season 2 on Netflix, we are once again thrown into the streets of Piltover and Zaun as factions vie for power in the wake of a devastating attack. The conflict and intrigue in these cities is captivating and, crucially, provides wonderful inspiration for your own TTRPG designs.
Last time, we looked at how to steal ideas from the gleaming upper city of Piltover. The second act of this season brings bombshell revelations regarding the fates of several major characters from the first season. A new monster terrorizes the lanes of Zaun, drawn by the scent of blood . . . SPOILERS AHEAD!
Warwick’s Lair
The gray alleys of Zaun are Warwick’s hunting ground, where he spends his time preying on those who terrorize the city’s depths.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Warwick can take a lair action to cause one of the following effects; Warwick can’t use the same effect two rounds in a row:
- Collateral Damage. Warwick destroys a nearby structure, causing it to collapse. Each creature in a 30-foot-long, 10-foot-wide line starting at a point Warwick can see must succeed on a DC 15 DEX save or take 7 (2d6) bludgeoning damage. The area then becomes difficult terrain.
- Gray Burst. Warwick tears into a nearby pipe, causing the factory smog known as the gray to burst forth. A 20-foot-radius sphere of haze appears centered on Warwick. The sphere spreads around corners, and its area is heavily obscured. A creature that starts its turn in the sphere must succeed on a DC 15 CON save or take 7 (2d6) poison damage and be poisoned until the start of its next turn. The sphere lasts for 1 minute, until Warwick uses this lair action again, or Warwick dies.
- Sow Dread. A wave of menace washes out from Warwick. Each creature within 60 feet of him that that can see or hear him must succeed on a DC 15 WIS save or suffer disadvantage on their next attack roll or ability check before the end of their next turn.
REGIONAL EFFECTS
The region containing Warwick’s lair is plagued by fear, which creates one or more of the following effects:
- Blood Trails. Random blood trails appear within 10 miles of Warwick’s lair. These trails often lead creatures into dark and abandoned places. Creatures that follow a trail hear a dull mechanical heart beat that gets faster as they near its end.
- Mysterious Disappearances. Every month, 1d4 criminals go missing within 10 miles of Warwick’s lair.
- Paranoia. Within 10 miles of Warwick’s lair, creatures always feel as though they are being watched by some unseen figure.
If Warwick dies, these effects end immediately.
WARWICK, THE UNCAGED WRATH OF ZAUN CR 9
Large Monstrosity
Armor Class 16 (Natural Armor)
Hit Points 130
Speed 40 ft., climb 20 ft.
Perception 16 Stealth 11
Resistant bludgeoning, piercing, and slashing from nonmagical attacks | Monstrosity Resilience
Immune poison | frightened, poisoned
Senses darkvision 120 ft., keensense 10 ft.
Languages Common and Undercommon
STR | DEX | CON | INT | WIS | CHA |
+6 | +1 | +7 | +0 | +2 | −1 |
Blood Frenzy. Warwick has advantage on melee attack rolls against any creature that doesn’t have all its HP.
Blood Hunt. Warwick’s speed is doubled when moving toward a creature that doesn’t have all its HP.
Heightened Smell. Warwick’s Perception is 21 when perceiving by smell.
Monstrosity Resilience. Warwick is resistant to exhaustion.
Regeneration. Warwick regains 10 HP at the start of his turn. If Warwick has taken psychic or lightning damage, this trait doesn’t function at the start of his next turn. Warwick dies only if he starts his turn with 0 HP and doesn’t regenerate.
ACTIONS
Multiattack. Warwick makes two Claw attacks and one Bite attack.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Infinite Duress (Recharge 6). Warwick leaps a distance up to his speed towards a creature he can see, landing safely. If he lands within 5 feet of a creature, he can make four Claw attacks against them. For each one that hits, Warwick regains 5 HP.
LEGENDARY ACTIONS
Warwick can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Warwick regains spent legendary actions at the start of his turn.
Detect Blood. Warwick automatically detects each creature that doesn’t have all its HP within 120 feet of him, pinpointing the current location of each.
Hungry Jaws. Warwick makes one Bite attack.
Primal Howl. The machinery within Warwick’s body pulses with hate and rage, culminating in a horrifying roar. Every creature within 30 feet of Warwick that can hear him must make a DC 17 WIS save. On a failure, a creature becomes frightened for 1 minute. While frightened in this way, the creature’s speed is reduced by 10 feet. A creature can remake the save at the end of their turn, ending the effect on a success. Once a creature has succeeded on this save, it is immune to Primal Howl for 24 hours.
Pursue. Warwick moves up to half his speed toward a creature he can see.
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