WarlordMedium humanoid (any species)
- 12 (8,400 XP)
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:
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.
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.
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.