Kryx RPGThemesMonsters

Warlord

Medium humanoid (any species)
Challenge
12 (8,400 XP)

STR
5
DEX
3
CON
4
INT
1
WIS
1
CHA
4

229
27d8+108
18
Soak
3
Fort
+8
Ref
+8
Will
+2
Defense note plate

Speed 9 m.
Senses passive Perception 15
Skills Athletics +9, Brawn +9, Coercion +8, Perception +5, Persuasion +8
Languages any two languages

Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.

Maneuvers. The warlord uses maneuvers (maneuver save DC 17). It has 34 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:

1 stamina die: coordinated movement, disorient, glancing blow, hamstring, inspire, lead the attack, parry, rally, slice through, spring attack, trip, whirling blade

2 stamina dice: commander’s strike, guided strike, swift strike

3 stamina dice: battle leader, pillar of command

4 stamina dice: clarion call

Survivor. The warlord regains 10 health at the start of its turn if it has at least 1 health but less than half its maximum health.

Actions

Multiattack. The warlord makes two weapon attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 11 (1d12 + 5) slashing damage.

Shortsword. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 8 (1d6 + 5) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 7 (1d4 + 5) piercing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 18/90 m. Hit: 6 (1d6 + 3) piercing damage.

Legendary Actions

The warlord can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.

Command Ally. The warlord targets one ally it can see within 9 meters of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 9 meters of it. If the target can see and hear it, the target must succeed on a DC 16 Will saving throw or be frightened until the end of warlord’s next turn.

Weapon Attack. The warlord makes a weapon attack.

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