Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The weapon master has advantage on saving throws against being frightened.

Actions

Multiattack. The weapon master makes two attacks with any of his available weapons. He chooses one ranged and one melee weapon at the beginning of the fight and keeps to just those.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. When using the greatsword, the weapon master does a minimum of 2 damage on any attack that is not a critical miss, regardless of whether it hits.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage. When using the greatsword, the weapon master may attack everyone in a 90-degree arc that is within range.

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. When using the maul, enemies fall back from the weapon master's mighty swings. On a hit, the enemy is pushed 10'; on a non-critical miss, they fall back 5' to avoid the blows.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. When the weapon master uses the heavy crossbow, they have the ability to wound the enemy. On a hit, the enemy makes a DC 15 CON save, or is wounded and takes an additional 2 hp of piercing damage every time they take damage until they are healed.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 5 (1d8) piercing damage. When the weapon master uses the longbow, they have the ability to brace the weapon to improve their aim. They cannot move on that turn. This grants them advantage on the attack, and allows them to reroll the damage dice and pick the higher roll.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the weapon master can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the weapon master. A creature can benefit from only one Leadership die at a time. This effect ends if the weapon master is incapacitated.

Reactions

Parry. The weapon master adds 2 to its AC against one melee attack that would hit it. To do so, the weapon master must see the attacker and be wielding a melee weapon.

Description

Weapon masters are warriors who have dedicated themselves to learning a large array of weapons and exploiting them to great effect. They often travel with squires or other subordinates who carry their weapons for them.

Monster Tags: NPC

Habitat: Urban

DarthCredence

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