Brave. Baron Hammer has advantage on saving throws against being frightened.
Multiattack. Baron Hammer makes two melee attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Baron Hammer 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 d4 to its roll provided it can hear and understand Baron Hammer. A creature can benefit from only one Leadership die at a time. This effect ends if Baron Hammer is incapacitated.
Charge. When Baron Hammer use his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature.
- If he move at least 10 feet in a straight line immediately before taking this bonus action, he either gain a +5 bonus to the attack's damage roll (if he chose to make a melee attack and hit) or push the target up to 10 feet away from him (if he chose to shove and he succeed).
Parry. Baron Hammer adds 2 to its AC against one melee attack that would hit it. To do so, the Baron must see the attacker and be wielding a melee weapon.
Description
Baron Hammer is a Knight who pledged service to a warlord. After the war end he tried to take care of his men by mercenary work. But he has come to the conclusion: "Let wows be wows", and he and his men have set up base in a old stronghold. From this seat of power they demand taxes from nearby villages, hoping to gain legitimacy to his title and rule over the nearby lands
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Baron Hammer takes a lair action to cause one of the following effects; Baron Hammer can’t use the same effect two rounds in a row:
- Bolts(recharge 6).Kicks a stone into a board that triggers the release of crossbow bolts.Anyone in the room suffers 16 piercing damage, unless saving for half. DC15 dexterity saving throw. Maximum 3times in an encounter
- Netfall(no recharge). Cuts a rope that causes the net mounted in the ceeling to fall grappeling anyone hit. DC18 dexterity saving throw for no effect. Players may use one action on DC16 acrobatics to get free, or use theire whole turn with a sharp weapon to cut themselves free, or remain grappeled
- Logsweep(no recharge). Triggers a lever wich release a spiked log from the top of the wall, in a sweeping motion it will pierce players for 20 piercing damage unless DC16 dexterity saving throw, damage is the halved to 10 blunt damage
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