Charge. If the Chief Maximillian moves at least 20 feet straight toward a target and then hits it with a Halberd on the same turn, the target takes an extra 5 piercing dmg. If the target is any creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Standing Leap. The Chief Maximillian’s jump is up to 10 ft and its high jump is up to 20 ft, with or without a running start.
Halberd(s): Melee weapon attack: ([roll]1d20+4[/roll]) to hit, reach 5 ft., 1 target; Hit: 21 ([roll]2d20+2[/roll]) Slash damage. Or Hit: 12 ([roll]2d12+1[/roll]) piercing damage.
Revolver: Ranged Weapon Attack: ([roll]2d12+2[/roll]) to hit, range 1/15 ft., 1 target. Hit: 10 ([roll]1d20[/roll]) piercing damage.
Immediately attacks our adventurers, specifically targets dragonborns and warlocks.
Call to Action (Costs 2 Actions). Chief Maximillian calls for back up 5 guards show up. (Only when hp is halved or lower).
Description
Chief Maximillian wears heavy plate armor and a shield on his back. He wields two halberds one in each hand, he also wields a revolver with only 3 bullets, one for the dragonborn and another for the warlock. The last for himself.
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.
Previous Versions
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12/18/2022 11:30:48 PM
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2
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1
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1
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Coming Soon
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