Medium Humanoid (Half-Elf), Neutral Evil
Armor Class 18 (Mastercrafted Leather)
Hit Points 150 (20d8 + 60)
Speed 40 ft., Climb 25 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +9, CON +7, WIS +9
Damage Immunities Poison
Condition Immunities Frightened, Grappled, Poisoned
Senses Darkvision 60 ft. , Passive Perception 19
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance(1/Day). If the commander fails a saving throw she can choose to succeed instead.

Eagle-Eyed. Lyska ignores half and three quarters cover when making ranged attacks.

Mastercrafts. Lyska's attacks count as magical for the purposes of overcoming resistances and immunities.

Evasion. If Lyska is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, the commander instead takes no damage if she succeeds on the saving throw and only half damage if she fails, provided the commander isn’t incapacitated.

Slippery. The commander has advantage on any saving throw made to end or avoid any spell of 4th level or lower or other magical affect that attempts to interfere with her movement such as the slow spell. Lyska is immune to difficult terrain.

Fey Ancestry. Lyska has advantage on saving throws made to avoid or end the charmed condition. Magic cannot put her to sleep.

 

 

Actions

Multiattack. Lyska makes three melee attacks, two with her sabre and one with her dagger, or two attacks with her bow.

Sabre. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage. 

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage plus 10 (3D6) poison damage. 

Longbow Ranged Weapon Attack: +9 to hit, range 600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3D6) poison damage.

Poison Mist (Recharge 5-6). The commander launches a vial of poison at a point she can see within 120 ft. of herself. The vial shatters causing the poison to vaporize upon contact with the air. Any creature that needs to breath within 20 ft. of that point must make a DC 17 Constitution saving throw. A creature that fails takes 32 (9D6) poison damage and becomes poisoned for one minute. A creature that succeeds on the saving throw takes half damage and is not poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Spellcasting. The commander casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):

At Will: Druidcraft, Alarm

2/Long Rest Each: Detect Poison and Disease, Lesser Restoration, Pass Without Trace

1/Long Rest Each: Cure Wounds (at 3rd level), Confusion, Greater Invisibility, Locate Creature, Greater Restoration

Bonus Actions

Cunning Action. The commander takes the dash, disengage, dodge, or hide action.

Reactions

Uncanny Dodge. The commander halves the damage that she takes from an attack that hits her. The general must be able to see the attacker.

Legendary Actions

Commander Lyska can take 3 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. The commander regains spent legendary actions at the start of her turn.

Attack. Lyska makes an attack.

Resolve (Costs 2 Actions). Lyska rolls to end one condition currently affecting her.

Toxic Burst (Costs 2 Actions). Lyska forces hostile creatures within 10 ft. of her to make a DC 17 Constitution saving throw. On a failure the creature takes 10 (3D6) poison damage.

Heartseeker (Costs 3 Actions).  Lyska makes an attack, if it hits the target must make a DC 17 Constitution saving throw. On a failure the creature drops to zero hitpoints and fails a death saving throw. On a success the attack is an automatic critical hit.

Description

Raised by a hunter and woodsman, Lyska inherited her fathers resourcefulness and sharp eye. As it turns out she is also a gifted alchemist. When the Great Raid began Lyska was barely a woman but she put her talents to good use. Over time Lyska gathered to her banner individuals with similar talents and now she leads one of the world's most effective bands of brigands, scouts, and assassins.

Lyska travels with a trained falcon. Though it isn't magic it follows her orders in a manner similar to the [spell[Find Familiar[/spell] spell. A small canister attached to its back allows it to deliver short written messages for her in a manner similar to an animal messenger. If the falcon dies it takes the general a full year to mourn and train a replacement.

The Swiftclaw Band. While she doesn't command the largest assortment of troops amidst the warlords, Lyska's forces make up for their relatively low numbers through speed, stealth, and, precision. As part of swearing fealty the future king has promised Lyska mastery of the royal scouts and skirmishers. 

 

Roleplaying Notes

Alignment. Neutral Evil

Personality. Above all a war leader must be ruthlessly pragmatic. Honor and kindness never saved anyone from the business end of a blade.

Bond. Hurt my falcon and I'll rip your throat out with my teeth.

Flaw. I miss father. I hope he's proud of me, wherever he is now.

While she has a spell list in mechanical terms, Lyska is not really a magician. Instead, try to flavor her magic as advanced survival tricks or sophisticated alchemy.

Previous Versions

Name Date Modified Views Adds Version Actions
1/17/2024 7:49:52 PM
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1/18/2024 6:07:10 PM
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1/21/2024 9:10:18 PM
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Shadowblade24

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