Interception. When a creature Balthazar can see hits a target other than himself within 5 ft. of him with an attack, he can use his reaction to reduce the damage the target takes by 1d10+6 (to a minimum of 0 damage). He must be wielding a shield or a simple or martial weapon to use this reaction.
Second Wind. Once per short rest, Balthazar can use a bonus action to regain 1d10 + 20 HP.
Action Surge. He can take one additional action on your turn. This can be used 2 times per short rest.
Indomitable. Balthazar can reroll a saving throw that he fails. He must use the new roll. He can use this 3 times per long rest.
Battle Master. Balthazar has learned maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. He has 6d12 superiority dice per short rest.
Legion Tactics. Balthazar gains a +1 bonus to AC for every two allies within 5 feet of him (up to a maximum of +3) while wielding a shield.
Melee Weapon Attack. Using Frost Brand Longsword +13 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 7) [Slashing] damage, plus 1d6 cold damage.
Breath Weapon Attack. RangedWeapon Attack: Range 15 ft. (CON DC 19, half damage on success) for 5d6 Cold damage.
Maneuvers.
Disarming Attack (No action). When he hits with a weapon attack, he can expend one superiority die to add it to the damage and to disarm the target if it fails a STR saving throw (DC 19).
Distracting Strike (No action). When he hits with a weapon attack, he can expend one superiority die to add the total to the damage roll and the next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of his next turn.
Goading Attack (No action). When he hits with a weapon attack, he can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 19). On failure, the target has disadvantage on all attack rolls against targets other than him until the end of his next turn.
Sweeping Attack (No action). When he hits with a melee weapon attack, he can expend one superiority die to deal damage to another creature within 5 ft. of the original target and within his reach (if the original attack would hit it) equal to the number he rolls on the superiority die.
Evasive Footwork (No Action). When he moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
Commander’s Strike. When Balthazar takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct an ally that can see and hear him to strike using its reaction, adding the superiority die to the damage roll.
Rally. On his turn, he can use a bonus action and expend one superiority die to grant a friendly creature who can see or hear him temp HP equal to the superiority die roll + -1.
Brace. When a creature he can see moves into the reach he has with the melee weapon he's wielding, he can use his reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Parry. When another creature damages him with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + 3.
Hero's Duty. When an ally he can see within 5 feet of him takes damage, he can use his reaction to take that damage, instead of the creature taking it. When he do so, the damage type changes to force.
Balthazar 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. The dragon regains spent legendary actions at the start of its turn.
Will of the People (Costs 1 Action). Balthazar can heal 40 hit points.
Will of the Crown (Costs 1 Action). Balthazar can make a single attack with Frost Brand Longsword.
Will of the Commander (Costs 2 Actions). Balthazar calls forth two more soldiers of CR 6 or less.
Will of the Resolve (Costs 3 Actions). Balthazar targets two players within 15 ft. Players must succeed on a DC 16 WIS saving throw or be frightened until the beginning of Balthazar's next turn.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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