Large Construct, Lawful Evil
Armor Class 17 Armored
Hit Points 151 (11d12 + 85)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 10
Languages Abyssal, Elvish
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Summon Weapons. As a bonus action, Warmonger can summon his flail or great sword to his hand. The weapon of choice vanishes into smoke then reappears in his hands. 

Second Wind (Recharges after a Short or Long Rest). As a bonus action, Warmonger can regain 20 hit points.

Superiority Dice. Warmonger has five superiority dice, which are d8s. A superiority die is expended when Warmonger uses it. Warmonger regains all of its expended superiority dice when it finishes a short or long rest.

Maneuvers. Warmonger knows three maneuvers, which are: 

Menacing Attack: When Warmonger hits a creature with a weapon attack, it can expend one superiority die to attempt to frighten the target. It adds the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of Warmonger until the end of its next turn.

Parry: When another creature damages Warmonger with a melee attack, it can use its reaction and expend one superiority die to reduce the damage by the number it rolls on its superiority die + its Dexterity modifier.

Lunging Attack. When Warmonger makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If Warmonger hits, he adds the superiority die to the attack’s damage roll.

Warmonger can use only one maneuver per attack.

Actions

Multiattack. Warmonger makes two melee weapon attacks.

Great Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 +5 slashing damage)

Great Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d6 +5 bludgeoning damage)

Legendary Actions

Warmonger can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Warmonger regains spent legendary actions at the start of his turn.

Movement. Warmonger can move up to its movement speed.

Attack. Warmonger can attack with whichever weapon is in hand.

 

Description

Once a general in Archfiend Galandolf’s army when he  was ruling the Elven Sovereignty. Now a sentient construct created under Lord Mortrege’s guidance. Acting as a herald of Galandolf’s return, it is known as one of the Four Plights of Mortals. 

Monster Tags: Armor

Habitat: ForestUnderdark

Galandolf

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