Formation Discipline.
While within 5 ft. of another Fusilier Guard, Garrick gains +1 AC and deals an extra 1d4 damage when flanking.
Tactical Coordination.
Allies within 10 ft. of Garrick gain +1 to AC while they can see and hear him.
Relentless Defender.
When an ally within 5 ft. of Garrick is targeted by an attack, he can use his reaction to impose disadvantage on that attack (Shield Interpose).
Multiattack.
Garrick makes two melee attacks, either with his runed halberd or longsword.
Runed Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
• Hit: 11 (1d10 + 3) slashing damage plus 4 (1d6 + 1) radiant damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
• Hit: 7 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength save or be knocked prone.
Rallying Cry (Recharge 5–6).
Garrick lets out a shout of command. Up to three allies of his choice within 30 ft. gain temporary hit points equal to his Charisma modifier (+1) + his proficiency bonus (+3).
Shield Interpose.
When a creature within 5 ft. of Garrick attacks an ally, he can use his reaction to step between them, imposing disadvantage on the attack roll.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Captain Garrick Steeleye stands a broad-shouldered 6 feet tall, clad in gleaming chain mail and a crimson-tabarded surcoat, his steel-rimmed helm tucked under one arm. His weathered face bears a diagonal scar across a steely gray eye, and his dark hair is cut close, revealing a determined jaw set for battle.
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.
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