Medium Humanoid (Any Race), Any Alignment
Armor Class 18 Splint
Hit Points 92 (14d8 + 28)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +4, CON +5, WIS +4
Skills Athletics +6, History +4, Insight +7, Intimidation +8, Perception +4, Persuasion +5
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Brave.  The strategist has advantage on saving throws against being frightened.  

Distract (Recharge 6).  When the strategist hits a creature with a weapon attack, it can choose to distract the target.  The next attack roll made against the target has advantage if the attack is made before the start of the strategist's next turn. 

Commanding Presence (Recharge 6).  The strategist adds (1d8) to any Charisma check that it makes. 

Knowledgeable Fighter.  If the strategist spends at least 1 minute observing or interacting with a creature outside of combat, it rolls three d20s.  During combat with that creature, the strategist can replace any ability check, attack roll, or saving throw made by itself or the creature it observed with one of those rolls.  Once a roll is used, it is lost.  

Precise Attacks.  The strategist scores a critical hit on a 19 or 20 of the d20.  

Intuitive Defense.  The strategist's AC includes its Wisdom modifier.  

Actions

Multiattack. The veteran makes two rapier attacks. If it has a scimitar drawn, it can also make a scimitar attack.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 [rollable](1d8 + 3) piercing damage.  

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Lance.  Melee Weapon Attack:  +6 to hit, reach 10 ft., one target.  Hit:  9 (1d12 + 3) piercing damage.  

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Bonus Actions

Command Soldiers (3/day).  The strategist chooses three creatures it can see within 60 ft. of itself.  Each of those creatures can immediately use its reaction to make one weapon attack, provided that it can see and hear the strategist.  If the attack hits, a creature adds (1d8) to the damage roll.  

Rally (Recharges after a short or long rest).  Up to six creatures within 30 ft. of the strategist gains 13 (1d10 + 8) temporary hit points.  

Maneuver Troops (Recharge 6).  The strategist chooses two creatures that can see and hear it.  Those creatures can immediately from up to half their speed, without provoking opportunity attacks from any creature it hit with an attack.  

Battle Cry (1/day).  Up to ten creatures within 60 ft. of itself gain advantage on attack rolls and saving throws until the start of the strategist's next turn.  Additionally, for 1 minute, any creatures affected by this ability gain advantage on saving throws against being charmed or frightened.  For that same duration, those creatures can add (1d4) to any damage rolls that they make.    

Coordinated Strike (Recharge 5-6).  The strategist takes the Help action. 

Reactions

Parry.  The strategist adds 3 to its AC against a melee attack that would hit it.  To do so, the strategist must be able to see the attacker wielding a melee weapon.  

Monster Tags: NPC

Habitat: ArcticCoastalForestGrasslandHillMountainUnderdarkUrban

VultureSniper

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