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Warden Silas Vane

Warden Silas Vane
Warden Silas Vane
Medium humanoid (human), Lawful Neutral
Reveal Stat Block
Armor Class
Hit Points
Speed
30 ft.
str
20
+5
dex
12
+1
con
18
+4
int
14
+2
wis
14
+2
cha
16
+3

Saving Throws STR +9, CON +8

Skills Intimidation +7, Athletics +9, Perception +6

Senses passive Perception 16

Languages Common, Dwarvish

Aether-Powered Armor.Silas has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while wearing his armor.
Stern Commander.Allies within 30 feet of Silas have advantage on saving throws against being frightened.

Actions

Multiattack.Silas makes two warhammer attacks.
Warhammer.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 13 (3d8) force damage.
Command Construct (3/Day).Silas targets one construct he can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or be charmed by Silas for 1 minute.

Warden Silas Vane

Title: Commander of the Iron Guard
Role: Silas is a stern, humorless man who wears a suit of heavy Aether-powered plate armor at all times. He is responsible for the internal security of Steamfort, hunting down saboteurs and ensuring that the workers remain productive. He is a firm believer in law and order, and his "Peace-Keepers" (mechanical constructs) are a constant presence in the city streets.

Secret Motivation: Silas is a secret member of the "Gilded Hand," a group that believes Kigum’s economic model is superior to Steamfort’s industrial one. He is feeding information on Steamfort’s troop movements and technological breakthroughs to Duchess Pendergast in Kigum, in exchange for a promised seat on the Grand Arcane Bank’s board once the "Cold War" is won.

Adventure Hook: Silas "hires" the party to investigate a group of "industrial spies" who are supposedly hiding in the lower levels. The "spies" are actually Steamfort patriots who have discovered Silas's treachery and are trying to expose him.