Medium Humanoid (Human), Lawful Evil
Armor Class 18 Plate
Hit Points 112 (10d20 + 4)
Speed
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +7, CON +6
Skills Athletics +7, Intimidation +6
Condition Immunities Charmed, Frightened
Senses Passive Perception 11
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Reckless Fury. The Commander makes an attack using his longsword with advantage. If the attack hits, it deals an extra 7 slashing damage and all incoming attacks against the Commander have advantage until the start of his next turn.

Commanding Presence. All soldiers of Angrish within 60 ft of the Commander have advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The Commander makes 3 attacks with either his longsword or longbow.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) [slashing] damage. Increases to 2d10 when wielded in 2 hands.

Longbow. RangedWeapon Attack: +6 to hit, range 150/600 ft., 1 target. Hit: 10 (2d6 + 3) [piercing] damage.

Bonus Actions

War Chant (1/Day): The Commander begins a chant, which his soldiers begin to follow. Any creature that can hear this chant must make a DC 15 Wisdom saving throw or become frightened of the Commander for 1 minute. The creature can repeat this saving throw at the end of its turn. A creature who succeeds in the save is immune to the effects of the chant for 24 hours.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A high-ranking officer in the army of Angrish, the Commander is a strategic genius who knows how to motivate his soldiers. Those that fight alongside him are tougher and grittier, willing to stand against foes they would otherwise flee from.

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.

Habitat: Urban

NoFace234

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