Legendary Resistance. If the commander fails a saving throw it can choose to succeed instead.
Mounted Combatant. The commander rides atop an armored warhorse. Choosing to dismount reduces its speed to 30 ft and removes its ability to take the Trampling Charge action, but increases its AC by 5.
Magic Resistance. The commander has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless the commander t is incapacitated, any undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. The commander is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon, find steed
3rd level (3 slots): dispel magic, elemental weapon
4th level (2 slots): banishment, staggering smite
5th level (1 slots): destructive wave (necrotic)
Multiattack. The commander makes three longsword attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.
Trampling Charge. The commander charges forward on its steed, moving 20 feet straight forward towards a creature. The target must make a DC 14 Strength saving throw. On a failed save the creature takes 11 (2d6 +4) bludgeoning damage and is knocked prone, on a successful save the creature is not knocked prone, but still takes half damage.
Necrofire Orb (1/Day). The commander hurls a magical ball of green fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Cast a Spell. The commander casts one of its prepared spells.
Parry. The commander adds 6 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.
Revenge. The commander points its finger at the creature that most recently harmed it, unleashing a burst of power towards it. The creature must succeed on a DC 16 Dexterity saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one.
The commander 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 commander regains spent legendary actions at the start of its turn.
Attack. The commander makes a simple melee or ranged attack.
Move. The commander moves up to its speed without provoking attacks of opportunity.
Cast a Cantrip. The commander casts one of its cantrips.
Cast a Spell (Costs 2 Actions). The commander casts one of its prepared spells.
Previous Versions
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5/26/2021 6:55:17 AM
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6/4/2021 10:36:52 AM
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9/22/2021 7:40:02 AM
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Posted Dec 28, 2023Hello, thats a realy good monster but there is something that I dont understand. Does this monsterr have any cantrips? because you wrote in legendary actions that he can cast one cantrip but I didnt see any cantrip.