Fire Absorption. Whenever the commander is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Adamantine Plating. Any critical hit against the commander becomes a normal hit.
Brute. A melee weapon deals one extra die of its damage when the commander hits with it (included in the attack).
Multiattack. The knight makes two melee attacks.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharge 6). For 1 minute, the commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. This effect ends if the commander is incapacitated.
Parry. The commander adds 2 to its AC against one melee attack that would hit it. To do so, the commander must see the attacker and be wielding a melee weapon.
Description
The Adamantine Commander was designed to act as a leader for groups of Iron Footmen, while more intelligent and able to coordinate and strengthen their fellows they are also more durable and resistant to damage, their adamantine armor deflecting otherwise crippling blows.
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