Medium Or Small Humanoid, Lawful Evil
Armor Class 22 Heavy Plate Armor, Shield
Hit Points 75 (8d12)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
9 (-1)
Saving Throws STR +11, CON +10
Skills Intimidation +24
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Paralyzed
Senses Passive Perception 16
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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.

 

Actions

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.

Reactions

Immediately attacks our adventurers, specifically targets dragonborns and warlocks.

 

Legendary Actions

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

Name Date Modified Views Adds Version Actions
12/18/2022 11:30:48 PM
2
1
1
Coming Soon
RiverLif3

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