Action Surge. You can take one additional action on your turn. This can be used 3 times per short rest.
Multi-Attack. The Corporal can make 3 attacks per turn.
Faust Gottes. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 2d12+5 [bludgeoning] damage. On a hit the target musst succeed on a STR-Saving-Throw against with a DC of the incoming DMG. If the target fails, the target is send to the Hell-Plane.
Lanzenwurf. Ranged Weapon Attack: +10 to hit, range 80 ft., 1 target. Hit: 2d12+5 [piercing] damage.
Short Wind. Twice per short rest, you can use a bonus action to regain 1d10 + 8 HP.
Interception. When a creature you can see hits a target, can also be yourself, within 5 ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d20+5 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Stones Endurance. As a reaction, reduce damage dealt to you by 1d12 +4 once per short rest.
Legendary Resistance (3/day). If the Corporal fails a saving throw, it can choose to succeed instead
Description
Looks like Zuldar
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.
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