King Matur of Cluse — The War Machines of Arthur’s Rival

King Matur of Cluse before giant guards, his elephant-borne palace and a mechanical bronze dragon
King Matur — the lord of Cluse and its terrifying war machines.

Before the fall of Camelot in 537 CE, King Matur of Cluse has sent Arthur an ultimatum. His herald is a giant who claims that no sword can harm him, and his country is protected by an elephant-borne palace, ruthless border guardians and a bronze dragon that screams loudly enough to break a charge. At Camelot, Sir Daniel of the Flowering Valley offers to investigate before Arthur risks his army. A second message reaches the characters: the engineer who designed Matur’s war machines wants to defect, but Matur has her family detained. One rescue might avert a kingdom-wide invasion.

At a Glance

Identity
King Matur (Matûr), sovereign of Cluse in the German Arthurian romance
Nature
Human ruler and military commander; the giant is his herald, not the king himself
Allegiance
The crown of Cluse and the engineers, captains and giant guardians who hold its approaches
Home
The mobile palace of Cluse and the fortified mountain roads through his kingdom
Enemies
King Arthur, Sir Daniel von Blumenthal and local subjects who reject forced submission
Alignment
Lawful Evil — uses law, fear and magnificent technology to compel other peoples to swear fealty
Languages
Middle High German and Brythonic
Resources
Giant herald and guards, war elephants bearing the palace, a bronze screaming dragon, royal troops and fortified toll routes
Immediate threat
The herald will demand Arthur’s submission before Matur’s own army crosses the disputed frontier

What Is Happening Right Now?

Matur’s giant ambassador is approaching Camelot mounted on a camel, bearing a command for Arthur to submit. Engineers in Cluse test the mechanical dragon by forcing water through its bronze body to drive a blast of air through metal pipes. Their latest trial injured three apprentices, but the captain has forbidden anyone to report the casualties. The war elephants cannot cross a damaged causeway without repairs. Matur considers both facts state secrets; the characters can uncover them before a field army moves.

First Meeting

The king receives guests beneath a striped canopy attached to his mobile palace. Huge elephants stand yoked below the galleries; mechanics oil a riveted metal beast and a giant guard watches the road from the cliff above. Matur’s robes are costly and travel-stained. He has little interest in a boastful duel, but immediately notices anyone who studies the beast’s water channels. He offers peace if Arthur acknowledges Cluse’s superiority and lets Matur enforce his road law.

Three Scenes Tonight

  • The giant’s message: the herald threatens to carry Arthur away if the king refuses; a translator quietly changes one clause that would expose Matur’s weakness.
  • The bronze scream: apprentices flee a test of the metal dragon as a waterfall-fed conduit begins to fail.
  • The elephant crossing: a bridge keeper asks for the heroes’ help before he is compelled to send the palace across a structure he knows cannot bear it.

Appearance and Manner

Matur is a broad, aging monarch with a grizzled beard, a jewelled crown and robes that carry the smell of oil, elephant leather and incense. He enjoys displaying the craftsmanship of Cluse. He can be courteous and even generous to a talented maker, provided that person’s discovery remains his property. He never raises his voice while someone else can deliver the threat for him.

Ambition, Pressure and Private Knowledge

  • Ambition: make Arthur’s court pay tribute and replace the Round Table’s prestige with fear of Cluse’s machines.
  • Pressure: his war elephants require fodder and river crossings; maintaining a moving palace costs as much as a small army.
  • Private knowledge: the dragon’s roar is produced mechanically, not by a living dragon’s breath or innate sorcery. Its water-and-air passages can be interrupted.
  • Flaw: he believes no knight will risk a straightforward act of sabotage while faced with his overwhelming display.
  • Offer: Matur may negotiate safe passage if the party proves that he cannot protect his own engineers or animals.

Relationships and Allegiances

  • King Arthur: refuses the demand for fealty and is Matur’s principal symbolic opponent.
  • Sir Daniel: the knight most likely to penetrate the mechanical and military defences of Cluse.
  • The giant ambassador: a separate, nearly invulnerable champion whose threats must be distinguished from the king’s personal martial power.
  • The royal artificer: a gifted inventor whose family is held as leverage and whose knowledge can disable the dragon.
  • The keeper of the elephants: despises waste and may refuse to drive exhausted animals onto an unsafe bridge.
  • The garrison captains: obey the king to protect their own households; some will negotiate if they are promised a lawful surrender.

Places, Services and Defences

The mobile palace is a logistical fortress rather than a magical extradimensional residence. Supply depots, elephant stables, guarded causeways and waterworks sustain it. The mechanical dragon is a separate construct or environmental hazard: it can be silenced by controlling its water-and-air mechanism, but it does not receive the king’s hit points, attacks or legendary actions. The giants are separate creatures with their own statistics.

Game Statistics

Matur commands soldiers and war machines; his own weapons belong to a mortal ruler, not a giant or a dragon. Each rules edition below provides a complete stand-alone profile. Siege creatures and the bronze dragon are separate encounters, not abilities copied into the king’s stat block.

King Matur — D&D 2024

Medium Humanoid (Human), Lawful Evil

Armor Class 20 (plate armor, shield); Initiative +1 (11); Hit Points 180 (24d8 + 72); Speed 30 ft.; Challenge 11 (7,200 XP; PB +4)

STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)16 (+3)14 (+2)20 (+5)

Saving Throws Str +8, Con +7, Wis +6, Cha +9; Skills Athletics +8, History +7, Insight +6, Intimidation +13, Perception +6, Persuasion +9; Senses Passive Perception 16; Languages German, Brythonic.

Traits

Unshaken Command. Matur has Advantage on saving throws against the Frightened condition while at least one allied guard or construct he can see is within 30 feet. Royal Warrant. A creature can identify Matur’s commands as lawful orders only if it recognises the authority of Cluse; this trait grants no supernatural mind control.

Actions

Multiattack. Matur makes three Royal Longsword attacks.

Royal Longsword (+1). Melee Attack Roll: +9, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.

Shield Bash. Melee Attack Roll: +8, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage; a Large or smaller target must succeed on a DC 16 Strength saving throw or have the Prone condition.

Bonus Action

Command the Guard (Recharge 5–6). One allied creature within 30 feet that can see or hear Matur gains 10 Temporary Hit Points and can move up to half its Speed without provoking Opportunity Attacks.

Reaction

Raise the Shield. Matur adds 3 to his AC against one melee attack that would hit him, provided he can see the attacker and is holding his shield.

Legendary Actions

Legendary Action Uses: 2. Matur can spend uses immediately after another creature’s turn and regains them at the start of his turn.

  • Commanding Step. Matur moves up to half his Speed without provoking Opportunity Attacks.
  • Royal Cut (Costs 2 Uses). Matur makes one Royal Longsword attack.

Tactics

Matur stands behind trained guards, retreats to defend the king’s engineers, and attempts to bargain when the supply lines are threatened. He cannot make the mechanical dragon attack by virtue of his own stat block; its operation requires crew and intact machinery.

King Matur — D&D 2014

Medium humanoid (human), lawful evil

Armor Class 20 (plate armor, shield); Hit Points 180 (24d8 + 72); Speed 30 ft.; Challenge 11 (7,200 XP)

STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)16 (+3)14 (+2)20 (+5)

Saving Throws Str +8, Con +7, Wis +6, Cha +9; Skills Athletics +8, History +7, Insight +6, Intimidation +13, Perception +6, Persuasion +9; Senses Passive Perception 16; Languages German, Brythonic.

Traits

Unshaken Command. Matur has advantage on saving throws against being frightened while at least one allied guard or construct he can see is within 30 feet. Royal Warrant. A creature can identify Matur’s commands as lawful orders only if it recognises the authority of Cluse; this trait grants no supernatural mind control.

Actions

Multiattack. Matur makes three royal longsword attacks.

Royal Longsword (+1). Melee Weapon Attack: +9, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.

Shield Bash. Melee Weapon Attack: +8, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage; a Large or smaller target must succeed on a DC 16 Strength saving throw or have prone.

Bonus Actions

Command the Guard (Recharge 5–6). One allied creature within 30 feet that can see or hear Matur gains 10 temporary hit points and can move up to half its Speed without provoking opportunity attacks.

Reactions

Raise the Shield. Matur adds 3 to his AC against one melee attack that would hit him, provided he can see the attacker and is holding his shield.

Legendary Actions

Matur can take 2 legendary actions, only one at the end of another creature’s turn; he regains them at the start of his turn.

  • Commanding Step. Matur moves up to half his Speed without provoking opportunity attacks.
  • Royal Cut (Costs 2 Uses). Matur makes one Royal Longsword attack.

Tactics

Matur stands behind trained guards, retreats to defend the king’s engineers, and attempts to bargain when the supply lines are threatened. He cannot make the mechanical dragon attack by virtue of his own stat block; its operation requires crew and intact machinery.

King Matur — Pathfinder 1e

CR 12; XP 19,200; Male human aristocrat 5/fighter 8; LE Medium humanoid (human); Init +5; Senses Perception +12.

Defense

AC 25, touch 13, flat-footed 24 (+10 armor, +2 shield, +1 Dex, +2 deflection); hp 119 (5d8 + 8d10 + 39 plus 13 Toughness); Fort +10, Ref +4, Will +10; Defensive Abilities bravery +2 against fear.

Offense

Speed 30 ft. (armor training); Melee +1 longsword +18/+13/+8 (1d8 + 8/19–20); Alternative masterwork lance +16 (1d8 + 4/×3; single mounted charge attack at +18); Space/Reach 5 ft./5 ft.; Special Attacks weapon training +1 with heavy blades.

Statistics

Str 18, Dex 12, Con 16, Int 16, Wis 14, Cha 20; Base Atk +11; CMB +15; CMD 28.

Feats Weapon Focus (longsword), Weapon Specialization (longsword), Power Attack, Improved Initiative, Combat Expertise, Iron Will, Skill Focus (Diplomacy), Toughness, Persuasive, Alertness, Quick Draw, Cleave, Dazzling Display; Skills Diplomacy +29, Intimidate +23, Knowledge (nobility) +19, Perception +12, Sense Motive +15; Languages German, Brythonic.

Special Abilities

Weapon Training (Ex): +1 with heavy blades, already included in sword attacks and damage; this build does not grant spear training. Armor Training (Ex): Matur moves at 30 feet in full plate. Royal Orders: his soldiers obey ordinary commands while able to hear and understand him; he does not gain supernatural compulsion.

Gear and Tactics

+1 full plate, heavy steel shield, +1 longsword, masterwork lance, ring of protection +2, crown, signet and a royal standard. He directs the palace and giant guardians as separate allies or hazards, rather than adding their attacks to his statistics. If the dragon’s water system is disabled, its roar ceases.

King Matur — D&D 3.5e

Male human aristocrat 5/fighter 8; Lawful Evil Medium humanoid (human); CR 12; Init +5; Senses Listen +2, Spot +2.

Defense

AC 24, touch 13, flat-footed 23 (+9 armor, +2 shield, +1 Dex, +2 deflection); hp 109 (5d8 + 8d10 + 39 plus 3 Toughness); Fort +10, Ref +4, Will +10.

Offense

Speed 20 ft.; Melee +1 longsword +17/+12/+7 (1d8 + 7/19–20); Alternative masterwork lance +16 (1d8 + 4/×3; single mounted charge at +18); Space/Reach 5 ft./5 ft.; Base Atk +11; Grp +15.

Statistics

Str 18, Dex 12, Con 16, Int 16, Wis 14, Cha 20; Skills Diplomacy +23, Intimidate +18, Knowledge (nobility and royalty) +17, Listen +2, Spot +2; Languages German, Brythonic.

Feats Weapon Focus (longsword), Weapon Specialization (longsword), Power Attack, Improved Initiative, Combat Expertise, Iron Will, Skill Focus (Diplomacy), Toughness, Persuasive, Mounted Combat, Ride-By Attack.

Special Abilities and Tactics

The +1 longsword bonus, Strength and Weapon Specialization are included in the attack and damage totals. Unlike Pathfinder 1e, this build has no weapon-training or armour-training class feature; full plate limits speed to 20 feet and Dexterity to +1. A mounted lance attack is one attack only, doubled on a legal charge under the edition’s rules. The giant guards, palace and mechanical dragon are separate creatures or hazards with their own statistics.

Possessions +1 full plate, heavy steel shield, +1 longsword, masterwork lance, ring of protection +2, royal crown, signet, travelling court and war elephants.

Running King Matur

The characters can reach the king through a parley, sabotage the dragon’s waterworks, protect the coerced engineers or secure a route for Arthur’s army. A duel does not end the threat: if Matur survives, he can bargain; if he dies, the war machines and giant guards still threaten civilians unless someone takes responsibility for them. A successful party can offer Cluse an orderly peace without forcing it to become merely another conquered province.

Five Encounters

  1. The camel-borne herald: a giant challenges Arthur to submit and names a hostage held at Cluse; stopping his intimidation without battle wins a first witness.
  2. The screaming bronze dragon: the party must cross a weir while an artificer repairs the machine’s water-fed bellows; a skilled engineer knows which valve can stop the roar.
  3. The elephant-borne palace: handlers beg the heroes to save an exhausted elephant from a collapsing bridge before the king’s guards compel it onward.
  4. The invulnerable guardian: a giant blocks the valley passage; the characters can discover the source and limits of its protection rather than charge repeatedly.
  5. The treaty in the throne gallery: Arthur’s envoy and Matur’s council debate tribute while a captive engineer’s family is hidden beneath the stairs.

Six Adventure Hooks

  • A giant on a camel arrives at Arthur’s gate bearing an ultimatum from Cluse.
  • An apprentice sends a broken brass dragon tooth as proof that the fearsome monster is mechanical.
  • Escaped elephant handlers reveal the hidden roads needed to feed Matur’s moving palace.
  • A river steward claims the machine’s roar depends upon water taken from villages now enduring drought.
  • Sir Daniel asks the party to carry a message from a captured engineer before he enters the guarded valley.
  • Cluse’s councillors secretly offer Matur a peaceful retirement if the characters can keep the giant herald from exposing the bargain.

Equipment and Resources

Personal full plate, sword, shield, signet, royal travelling court, reliable guards, engineers and a retinue of elephants. Matur is not intrinsically immune to swords, taller than a giant or capable of breathing fire. His herald and other gigantic defenders have separate abilities. The bronze dragon’s sonic terror depends on engineered water, wind and pipes, not on a dragon’s living throat. Where a campaign includes magic, wards and protections may augment the machines but do not replace their physical workings.

Travel, Security and Consequences

The elephant-borne palace moves slowly and needs firm roads, reliable bridges, forage and water. A small group can reach its weakest links in ways a large army cannot. Local inhabitants may resent tribute while still fearing that Arthur’s conquering force would treat them as enemies. The consequences of Matur’s defeat include the safe release of workers, the reallocation of the palace’s supplies and the difficult question of who will rule Cluse afterward.

Deeper Lore

King Matur is the ruler of Cluse in Daniel von dem blühenden Tal, a German Arthurian romance associated with Der Stricker. He is not the invulnerable giant who carries his challenge, nor one of the giant sentries at the pass. His realm defends itself with war elephants bearing a mobile palace and a metal dragon whose dreadful cry is produced by air and water. Daniel confronts this power in the age of Arthur’s Round Table, before Camlann in 537. Matur is not currently at war with the kingdoms of Britain in 1454; the reappearance of one of Cluse’s machines or a Fey road into that lost conflict can bring his story into play.

Related People and Places

Arthurian characters · King Arthur · Sir Daniel von Blumenthal · Sir Gawain · Sir Percival

Sources and Artwork

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top