Commander Virtuous: When a Soldiers from the Alacewa Ilios Army is within 30 ft of the Azzgamiri commander they gain +5 to Charisma Checks and Saving throws. and +2 to attack rolls and gain 5ft extra movement speed.
Azzagamiri Wrath: When 4 Alacewa Ilios soldiers die within 30 ft of the Azzagamiri commander he gains +3 to attack and damage rolls to the ones that killed the soldier ( The player(s) or NPC(s) that did the last hit to the 4 soldier killed)
Eye of Command: The Azzgamiri Commander see everything happening on the battle field and commands his troops accordingly, every soldier within 15 ft that is not deafened and can hear the commanders voice have +3 to their passive perception.
If a NPC or player is trying to stealth in combat and has disadvantage on the check they get instantly spotted by the commander if their within 80ft.
Protection of the Lord: Gain resistance to Bludgeoning, Piercing and Slashing damage from nonmagical attacks.
Longsword Slash. Melee Weapon Attack +8 to hit, reach 5 ft., 1 target. Hit: (1d12+8) Slashing damage.
Longsword Thrust. Melee Weapon Attack +6 to hit, reach 5 ft., 1 target. Hit: (2d6+5) Piercing damage.
Longsword Burts (Recharge 2). The Azzgamiri commander makes 3 Longsword Slashes to 1 target.
Longsword corrosive Strike (Recharge 6). Melee Weapon Attack +8 to hit, reach 5 ft., 1 target. Hit: (1d10+8) Slashing Damage
(On a hit the targets armor if non magical, it starts to corrode and the armor loses 2 AC; example Chain mail will give 14 AC instead of 16 AC. When the armor's AC gets to 8 the armor is destroyed)
Gauntlet Strike. Melee Weapon Attack +4 to hit, reach 5 ft., 1 target. Hit: (1d6+4) Bludgeoning damage.
Barbed Iron Spikes Throw. Ranged Weapon Attack +6 to hit, reach 15/25 ft., 1-3 target. Hit: 1 piercing damage. When hit by one or three of the barbed spike the barbed spike gets stuck in the creature's body and will cause 3 Slashing damage for every 5 ft walked/moved, it takes one action to remove one spike and it deals (1d4) Slashing Damage as it gets puled out.
Reaction: When a hostile creature moves out of the Azzagamiri commander attack range it provokes a opportunity attack letting the Azzagamiri commander make 2 Longsword slashes at the creature or throw 2 barbed spikes.
Demonic Presence (Recharge 15): If a hostile creature ends or starts their turn within 10 ft of the Azzgamiri Commander they need to make a DC 23 Charisma saving throw or be frightened by a demonic presence, if the creature succeeds their immune to the effect for 24 hours.
The Demonic Presence lasts for 10 rounds and then it will disappear, creatures frightened will stay so for 5 rounds after the presence has disappeared.
Description
Azzgamiri is the commanders under the general and the 5 Grand commanders who lead the army in battle.
The Azzgamiri Commander is one of the few that has gained power from the Lord making them exceptionally strong
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/24/2022 7:32:05 AM
|
3
|
1
|
1
|
Coming Soon
|
|
|
8/24/2022 8:00:10 AM
|
3
|
1
|
--
|
Coming Soon
|
|
|
12/6/2022 10:18:48 AM
|
4
|
1
|
--
|
Coming Soon
|
Comments