Indomitable (3/Day). Bhemomin can reroll a saving throw it fails. It must use the new roll.
Survivor. Bhemomin regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Charge. If Bhemomin moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Improved Critical. Bhemomin's attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Fearless. Bhemomin cannot be frightened
Multiattack. Bhemomin makes two melee attacks, or one ranged weapon attack.
Motusite-Charged Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage, plus 3 (1d6) lightning damage. A creature hit by the Motusite-Charged Greataxe must make a DC 16 Constitution saving throw. On a failed save, they are stunned until the start of Behmomin's next turn.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Windcutting Strike. Ranged Weapon Attack: +10 to hit, range 30/60ft, one target. Hit: 11 (2d8+5) slashing damage. A creature hit by a windcutting strike must make a DC 16 Constitution saving throw or be knocked [Tooltip Not Found]
Shock Wave. Bhemomin strikes the ground with the butt of his axe, sending out a shockwave. Each creature of his choice must succeed on a DC16 Constitution saving throw or become stunned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this ability can’t be used again until the next dawn.
Disarm. When an attacking creature he can see misses Bhemomin with a melee weapon attack, they must make a DC18 strength saving throw. On a failed save, Bhemomin rips their weapon from their grasp and flings it 15 feet in a random direction.
Permission to Die - Not Granted. When an ally he can see is brought to 0 hit points, Bhemomin demands they rejoin the fight. The combatant instead is brought to 1 hit point and, if effected, is no longer frightened or stunned.
Bhemomin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bhemomin regains spent legendary actions at the start of its turn.
Weapon Attack. Bhemomin makes a weapon attack.
Command Ally. Bhemomin targets one ally it can see within 30 feet of it. If the target can see and hear Bhemomin, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). Bhemomin targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.
Description
Bhemomin (Behm - oh - meen) is the Logrem (Warrior King) of Dodco. Bhemomin has maintained his station for decades due to his martial prowess - an aging Logrem may find themselves a target for their rivals.
His legendary weapon, Raekweibde, is powered by a large stone of Motusite, giving it exceptional abilities.
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