Indomitable (3/Day). Azzrok can reroll a saving throw it fails. He must use the new roll.
Survivor. Azzrok 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.
Darkvision. Azzrok can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Azzrok can’t discern color in darkness, only shades of gray.
Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.
Mark of the Blade Warden. As an action, Azzrok can cast a special version of blade ward by inscribing a rune of power on his face with his own blood. This spell functions as normal, except is lasts for one minute instead of one round. Azzrok can do this once per long rest. Additionally, Azzrok can use his reaction to cast the shield once per short rest. When using this ability, Azzrok can make a single melee attack against his attacker.
Multiattack. Azzrok makes two weapon attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 7 (2d6) fire damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
The warlord 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 warlord regains spent legendary actions at the start of its turn.
Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see within 30 feet 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 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.
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