Medium Humanoid (Dwarf), Lawful Evil
Armor Class 18 (plate mail)
Hit Points 102 (10d8 + 50)
Speed 25 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +7, DEX +3, CON +8
Skills Athletics +8, Intimidation +6
Damage Resistances Poison
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Dwarvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Dwarven Resilience. Azal has advantage on saving throws against poison.

Superiority Die. You have 5 d10 superiority die. Regained on a short or long rest.

Indomitable (1/Day). The warlord can reroll a saving throw it fails. It must use the new roll.

Actions

Multiattack. Azal makes two hammer attacks and uses Call to Attack if it is available.

Mind Breaking Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 4 (1d8) psychic damage.

Call to Attack. Azal commands one ally within 120 feet of him that can hear it can each use their reaction to make one weapon attack.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 

Bonus Actions

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Reactions

Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your 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.

Monster Tags: humanoiddwarf

Habitat: Mountain

Gyr8r

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