Tuesday, 4 October 2016

5e NPC Stats Compilation

Just did this compilation for my own use, thought others might find it useful to complement the MM NPCs. They're arranged by ascending hit dice.

5e NPCs

HD 3

AMAZON GUARD
Medium humanoid (human)
Armor Class: 17 (+3 DEX +2 shield +1 torc & ring, +1 psychic), 15 no shield
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 11 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 14 (+2)
Skills: Athletics +2, Intimidation +4, Perception +3
Passive perception: 13
Challenge: 1 (200 XP)

Martial Advantage: Once per turn the guard can deal an extra 7 (2d6) damage to a creature she hits with a melee attack if that creature is within 5 feet of an amazon guard's ally that isn’t incapacitated.

Actions:
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, 14 (1d8+2d6+3) with martial advantage.
Longbow: Ranged Weapon Attack +5 to hit, one target. Hit 6 (1d8+3) piercing damage.
Amazon Axe (finesse greataxe): +5 to hit, reach 5 ft, one target. Hit: 9 (1d12+3) slashing damage, 16 (1d12+2d6+3) with martial advantage. SA: Lunging strike - the amazon can extend Reach to 10' when attacking with the Amazon Axe. Doing so grants Combat Advantage until the start of her next turn.
_________________

Hoplite
Armor Class 17 (breastplate, shield)
Hit Points 17 (3d8 + 3)
Speed 30 ft.
Proficiency +2
STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 9 (-1) WIS 10 (+0) CHA 11 (+0)
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3/4 (150 XP)

Martial Advantage: Once per turn, the Warrior can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.

Actions
Ghinoran Spear (1-h reach 10' only) or Sword (reach 5'). Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft or 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
_________________

Marine
Armor Class 14 (chain shirt*, DEX). 16 with shield.
Hit Points 17 (3d8 + 3)
Speed 30 ft.
Proficiency +2
STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 10 (+0) WIS 11 (+0) CHA 9 (-1)
Skills Perception +2
Senses passive Perception 12
Languages Ghinoran Common
Challenge 1/2 (100 XP)

Martial Advantage: Once per turn, the Marine can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.

Typical Weapons
Longsword ATT +4 dam 1d8+2
Sea Axe ATT +4 dam 1d12+2
Heavy Crossbow ATT +3 dam 2d10+1/1d10+1 range 100'/400', reload 3r

*Can be removed in 2 actions (belt off, shirt over head) giving some chance of surviving a fall into the ocean.
_________________

Priest
Armor Class 10
Hit Points 17 (3d8+3)
Healing Dice 1 (d8+1)
Speed 30 ft.
Proficiency +2
STR 10 (+0) DEX 11 (+0) CON 12 (+1) INT 13 (+1) WIS 14 (+2) CHA 8 (-1)
Medicine +4 Religion +3
Senses passive Perception 12
2nd level Clerical spellcaster. Spell save DC 12, +4 to hit.
Cantrips: 3
light (20' bright+20' dim, 1 hr)
thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss)
sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg)
1st level (3 slots):
bless (up to 3 allies get +1d4 att/save for 1 minute)
cure wounds (touch heals 1d8+2 hp)
sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack)

Staff, ATT +2, 1d6 dmg.

Turn Undead: 1/short rest
Action: present holy symbol.
If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59).
-----------------------------------------
Priestess
Medium humanoid
Armor Class 9
Hit Points 18 (8,2,8 hd3d8) Healing Dice: 1 (d8)
Speed 30 ft.
STR 7 (-2) DEX 8 (-1) CON 10 (0) INT 11 (0) WIS 14 (+2) CHA 15 (+2)
Proficiency +2
Good saves WIS, CON
Passive Perception 14

Turn Undead: 1/short rest
If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59).

Spellcasting. She is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
She typically has the following Cleric spells prepared:
Cantrips (at will):
light (20' bright+20' dim, 1 hr)
sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg)
thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss)
Spells Prepared: 4
1st level (4 slots):
cure wounds (touch heals 1d8+2 hp, 2d8+2 with level 2 slot)
sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack)
2nd level (2 slots):
lesser restoration (creature touched - cures disease, blindness, deafness, paralysation, poison)
hold person (r. 60', target DC 12 WIS save or paralysed, target can save at end of each turn, requires concentration to maintain)
Consecration: 2nd level Ritual, prevents animation of corpses, allows a font to be used to make holy water, can make a single couple (male & female, same species, no closer than second cousins, adolescent or older, etc...) legally married in the sight of Mitra, etc. Requires 5gp of burnt incense or a vial of holy water per 30'x30' area, and takes 10 minutes per area consecrated.

Actions
Staff Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6-2 bludgeoning damage.
Unarmed: 0 damage
____________________________

Shepherdess, Experienced
Medium humanoid
Armor Class 12
Hit Points 13 (3d8) healing die: 1 (d8)
Speed 30 ft.
STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 13 (+1)
Proficiency +2
Good saves DEX, CON
Senses passive Perception 12
Actions
Sling. Missile Weapon Attack 30'/120': +4 to hit, one target.
Hit: 1d4+2 bludgeoning damage.
Unarmed: 0 damage
-----------------------------------

Sheep Dog:
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3) healing die: 1 (d8+1)
Speed 40 ft.
STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2)
Skills Perception +3*, Stealth +4
Senses passive Perception 13
Languages — *woof!*

*Keen Hearing and Smell. Advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. Advantage on attack rolls against a
creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
Critical hit: 4d4+2, and if the target is a small or medium creature it is
knocked prone.

Temple Guard Veteran
Medium humanoid
Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3
Passive perception: 13
Challenge Rating: 1/2 (100 XP)

Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).

Actions:

• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.
• Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d8+2) piercing damage.


HD 4

Elf Scout, female
Medium humanoid
Armor Class: 13 (+3 DEX)
Hit Points: 22 (4d8+4)
Proficiency +2
Speed: 40 ft unarmoured (30 ft. standard)
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+0)
Skills: Survival +6 (Expertise), Perception +4, Kno (Nature) +3
Passive perception: 14
Challenge Rating: 3/4 (150 XP)

Actions
She can make 2 longbow attacks or 1 dagger attack per attack action.

Longbow ATT +5 dam: 1d8+3 (2 attacks)
Dagger ATT +5 dam: 1d4+3 (1 attack)

-------------------------------------

HD 5

Chosen Axeman
Medium humanoid
Armor Class 12 (unarmoured defence)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Altanian, Common
Challenge 1 (200 XP)
Pack Tactics. The Axeman has advantage on a melee attack roll against
a creature if at least one of the Axeman’s allies is within 5 feet of
the creature, and the ally isn’t incapacitated.

Actions
Multiattack. The Axeman makes two melee attacks.

Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 8 (1d12 + 2) slashing damage.
Javelin (2) Missile Weapon Attack +4 to hit,
Hit: 5 (1d6+2) piercing damage.

-----------------------------------------
Dwarven Elite Clan Guard
Medium humanoid
Armor Class: 18 (plate)
Hit Points: 32 (5d8+10)
Proficiency +2
Speed: 25 ft.
Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10 (0), Wisdom 11 (+0), Charisma 10 (0)
Skills: Intimidation +2, Insight +2, Perception +2
Passive perception: 12
Challenge Rating: 2 (450 XP)

Actions
Attack - the Clan Guard makes two attacks per attack action.

Reactions
The Clan Guard can make an Opportunity Attack with halberd against any foe entering its reach.

Weapon:
Halberd (reach 10') Attack +5 damage: 1d10+3
_________________________________________


Ranger, female
Medium humanoid (human)
Armor Class: 14 (12 studded leather, +2 DEX)
Hit Points: 28 (5d8+5)
Proficiency +2
Speed: 30 ft.
Strength 9 (-1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 15 (+2)
Skills: Survival +4, Perception +4, Nature +2, Stealth +4
Passive perception: 14
Challenge Rating: 1 (200 XP)

Actions
She can make 2 longbow attacks or 2 shortsword attacks per attack action. She can use a Bonus action to make a third shortsword attack.

Longbow ATT +4 dam: 1d8+2 (2 attacks)
Shortsword ATT +4 dam: 1d6+2 (3 attacks)

Favoured Enemy: Gnolls, Humans. Advantage on Survival rolls to track and Int rolls to recall knowledge. Knows Gnoll-tongue as well as Common.
Natural Explorer - Plains.
Fighting Style - Two Weapon.

Equipment includes Explorer's pack
-------------------------------------------------

HD 7

Sorceress, Experienced
Armor Class 14 with mage armour, 11 without
Hit Points 31 (7d8) Healing Dice: 3 (d8)
Speed 30 ft.
STR 8 (-1) DEX 12 (+1) CON 10 (+0) INT 15 (+2) WIS 9 (-1) CHA 17 (+3)
Good saves INT, WIS
Proficiency +2
Perception +1 Arcana +4
Passive Perception 11
Spellcasting. She is a 5th level spellcaster (Sorcerer spells). Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Cantrips (4)
Dancing Lights (conc, phb 230)
Fire Bolt (120', att +5, 1d10 fire damage)
Light (20' r, +20' r dim)
Mage Hand (r 30', action to control, 1 minute, 10 lb weight)
Spells Known (4) Spell slots: 4 1st 2, 2nd
1st level
1. Magic Missile (120', 3 force darts, 1d4+1 damage each), 4 at 2nd
2. Mage Armour (touch, unarmoured target gets AC 13+DEX for 8 hrs)
3. Burning Hands (15' cone, targets make DC 13 Dex save or take 3d6 fire damage, half damage if save, ignites flammable objects), 4d6 at 2nd
2nd level
1. Detect Thoughts (phb 231 - surface thoughts/wis save dc 13 if deep probe, target knows)
3rd Level
Fly

SA: liable to wild magic surge, phb pg 104

HD 9
-----------------------------------
Elf Mage
Medium humanoid (Elf)
Armor Class 13 (16 with mage armor)
Hit Points 40 (9d8) Proficiency +3
Speed 30 ft.
STR 8 (−1) DEX 16 (+3) CON 10 (0) INT 18 (+4) WIS 12 (+1) CHA 13 (+1)
Saving Throws Int +7, Wis +4
Skills Arcana +7, Persuasion +4, Perception +4
Senses passive Perception 14. Darkvision 60'.
Languages Common Elf Orc Goblin
Challenge 6 (2,300 XP)
Fey Ancestry. Advantage vs Charm & cannot be Sleeped.

Spellcasting. The elf mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). The mage typically has the following wizard
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): wall of stone OR dominate person

Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 3) piercing damage.
___________________________

HD 11
-----------------------------------
Dwarf Hero
AC 18 (half plate 15, +2 shield, +1 dex), 16 no shield.
HP 72 (11d8+22) Healing Dice 5 (d8+2)
Speed 25'
STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 12 (+1) WIS 8 (-1) CHA 13 (+1)
Proficiency +3
Good Saves STR, CON.
Perception +2 (11)
CR 4
ACTIONS
Multiattack: He makes two warhammer attacks.
+1 Warhammer: ATT +7, dam 1d8+6 blunt damage. x2
Dwarven Heavy Crossbow: ATT +4, range 100'/400', dam 2d10+1/1d10+1, 2 rounds to reload.
Bolts: 12
--------------------------------------------

Elf Knight
Medium humanoid (Elf), any alignment
Armor Class 18 (+2 studded leather, +4 DEX, +2 shield)
Hit Points 72 (11d8 + 22) Proficiency +3
Speed 30 ft.
STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 10 (+0) CHA 13 (+1)
Saving Throws Con +5, Wis +3
Athletics +5 Acrobatics +7 History +3 Perception +3
Senses passive Perception 13. Darkvision 60'.
Languages Common, Elf
Challenge 6 (2300 XP)
Fey Ancestry. Advantage vs Charm & cannot be Sleeped.
Indomitable. The knight cannot be Frightened.
Duelist. +2 melee damage with single 1-handed weapon.
Duelist Strike: +13 (3d8) damage 1/round with a melee attack vs a single target with no adjacent allies.
Action Surge. The knight may take an extra Action, once per Short Rest.

Actions
Multiattack. The knight makes two melee or ranged attacks.

+2 Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (1d8 + 8) piercing damage, 25 (4d8+8) with Duelist Strike.
------------------------------------
Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.

High Priest hd 11
Medium humanoid (any race), any alignment
Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)
Hit Points 75 (11d8 + 22)
Proficiency +4
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)
Saves WIS +8 CHA +7
Skills Medicine +7, Persuasion +7, Religion +8
Senses passive Perception 14
Languages any two languages
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention 11%, 1/week.

Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying

Spells (15)
1st level (4 slots): cure wounds, healing word, bless,
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify
4th level (3 slots): Death Ward, Divination, Freedom of Movement
5th level (2 slots): Flame Strike, Commune
6th level (1 slot): Blade Barrier

Actions

+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.
------------------------------------

HD 12

Avenger, Experienced
AC 15 (chain shirt 13, +2 dex)
HP 78 (12d8+24) Healing Dice 6 (d8+2)
Speed 30'
STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 11 (0) WIS 14 (+2) CHA 10 (+0)
Proficiency +3
Good Saves WIS, CON.
Perception +5 (15)
Stealth +8 (spec)
Survival +5
CR 4

SA: Deadly Killer - he does +1d6 damage with his chosen weapons.
SA: Multiattack - He makes 2 attacks per attack action.

ATTACKS
+1 Greatsword: ATT +7 damage 14 (3d6+4), two attacks.
6 Throwing Blades (finesse weapon): ATT +6 damage 10 (2d6+3), two attacks. Range 20'/60'.

Equipment: wilderness survival gear, 2 potions of healing (2d4+2), 6d6gp.

----------------------------------
HD 14

LOREMASTER BARD
Medium humanoid (human)
Armor Class 13 (15 with mage armor) (10/13, +2 DEX +1 ring of protection)
Hit Points 69 (14d8+14)
Proficiency +4
Speed 30 ft.
STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 20 (+5)
Saving Throws Wisdom +7 Charisma +9, +1 to all with ring
Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +7.
Senses passive Perception 17
Challenge 8

Spellcasting. She is a 14th level Bard-list spellcaster, spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).

Cantrips (4): friends, light, mage hand, mending
Spells

She knows the following 18 spells:
1st level (4 slots): Burning Hands, Detect Magic, Mage Armor, Healing Word
2nd level (3 slots): Detect Thoughts, Suggestion
3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Revivify, Speak with Dead
4th level (3 slots): Compulsion
5th level (2 slots): Scrying, Raise Dead
6th level (1 slot) Mass Suggestion, Globe of Invulnerability
7th level (1 slot) Fire Storm (as Sorcerer), Teleport

SA: Song of Rest +5 hp recovery on short rest to those who can hear it.

MI: d4+4 potions of healing, Ring of Protection +1 AC & Saves, 1d4+1 doses of Keoghtom's Ointment
-------------------------------------

Amazon Weaponmaster
Medium humanoid (human)
Armor Class 18 (11 torc & ring, +4 DEX, +2 shield, , +1 psychic), 16 no shield
Hit Points 92 (14d8 + 28)
Proficiency +3
Speed 30 ft.
STR 12 (+1) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)
Saving Throws Dex +7, Wis +3
Athletics +4 Acrobatics +7 History +3 Perception +3
Senses passive Perception 13.
Challenge 7

Duelist. +2 melee damage with single 1-handed weapon.
Martial Advantage: 1/turn she can do +14 (+4d6) damage to a creature she hits with a melee attack, if that creature is within 5 feet of an ally of hers that isn’t incapacitated.

Actions
Multiattack. She makes two melee or ranged attacks.
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) piercing damage, 25 (+4d6) 1/turn with Martial Advantage.
Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.
__________________________________________________
HD 16

Pirate Queen
AC 15, AC 18 vs one melee attack each round that would otherwise hit (Reaction: Parry)
Hit Points 120 (16d8+48)
Proficiency +3
Speed 40' when unarmoured, otherwise 30'
STR 12 (+1)
DEX 18 (+4)
CON 16 (+3)
INT 12 (+1)
WIS 12 (+1)
CHA 16 (+3)
Saving Throws DEX +7 CON +6 WIS +4
Skills Athletics +4 Acrobatics +7 Intimidation +6
Passive Perception 14

Traits
Pirate's Defence: + 1 AC when unarmoured
Brave: advantage on saving throws vs being Frightened
Slayer: + one damage die with any weapon (included)
Parry: Reaction, +3 AC vs one melee attack each round that would otherwise hit

Actions
Multiattack: She makes 3 melee attacks.

Cutlass: ATT +7 dam 13 (2d8+4), 1-handed.
Boat Spear: ATT +7 dam 13 (2d8+4), 2-handed, reach 10'. ATT+9 vs sea monsters!
Dirty Kick: ATT +7 dam dam 9 (2d4+4). A Medium or smaller humanoid creature must make a DC 15 STR saving throw or be either knocked prone or pushed 5' (Sarene's choice).
_______________________________________________

HD 18

Barbarian Hero
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 134 (18d8 + 54)
hd 9 (d12+3)
Speed 40 ft.
STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1)
Senses passive Perception 12
Languages Common
Challenge 7
Proficiency +3

Actions
Multiattack. He makes two melee attacks.
Berserk. On the second & subsequent rounds of combat, he can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day.

+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9.

Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8.
------------------------------------------------------------
HD 20

Barbarian Great Warlord
Great Warlord
Medium humanoid
Armor Class 17 (+2 dex, +5 unarmoured toughness)
Hit Points 190 (20d8 +100)
Proficiency +4
Speed 40 ft.
STR 20 (+5) DEX 14 (+2) CON 20 (+5) INT 12 (+1) WIS 10 (+0) CHA 14 (+2)
Saves STR +9 CON +9 WIS +5
Senses passive Perception 15
Languages Altanian, Common
Challenge 10

SA
Danger Sense - Advantage on DEX saves
Feral Instinct - Advantage on Initiative rolls

Actions
Multiattack. The Great Warlord makes two melee attacks & 1 bonus melee attack.

Javelin (2) Missile Weapon Attack +9 to hit,
Hit: 1d6+5 piercing damage.

Yusan - Sword of Bondorr
+2 Greatsword, Dragonslayer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+10 slashing damage (+5 STR +3 Rage +2 magic) (3 attacks) (crit 6d6+10)
Sword does +3d6 damage vs dragons and dragon-blooded (Orichalans etc).
The sword when drawn gives its wielder immunity to enchantment/charm effects.

Minars Rapak - Axe of Minars
+1 Altanian War Axe, 10' reach & Polearm Master.
Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 2d12+9 slashing damage (2 attacks), 2d4+9 blunt damage (bonus attack).
Opportunity Attack on enemy entering Reach.
----------------------------

Knight Commander
Medium humanoid (human)
Armor Class 22 (+1 full plate & +1 shield), AC 19 no shield.
Hit Points 150 (hd 20d8+60)
Speed 30 ft.
PB +4
STR 20 (+5) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 10 (+0) CHA 15 (+2)
Saving Throws Con +7, Wis +4
Skills Athletics +9 History + 5 Bluff +6 Persuasion +6 Intimidate +6
Senses passive Perception 14
Languages Common
Challenge 11

Traits
Double damage dice with any weapon
Crit on 19-20
Brutal Critical. +2 dice
Brave. The knight has advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.

Actions
Multiattack. The knight makes three attacks per attack action.

+1 Longsword, three attacks, Attack +12 to hit (PB 4, +5 STR, +1 magic, +2 leadership).
Hit: (17) 2d8+8 (+5 STR +2 duellist +1 magic), crit 19-20 for (35) 6d8+8.

+1 Longbow, three attacks, Attack +10 to hit (PB 4, +3 DEX, +1 magic, +2 leadership)
Hit: (13) 2d8+4 (+3 DEX +1 magic), crit 19-20 for (31) 6d8+4

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever the knight himself or a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add +2 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership bonus at a time. This effect ends if the knight is incapacitated.

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