Gargantuan Humanoid
Armor Class 15 N/A
Hit Points 60 (20d10 + 10)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 15
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Enemy Emboldened. Whenever the Siege loses 10 HP (HP total: 40, 30, 20, 10), the enemy Siege gains an extra siege action per turn. (Example: +1, +2, +3, +4). However, when this happens, the anti-Silverstein Siege get to use a free siege action of the players' choice.

1. Eli
2. Azalea
3. Eliza
4. Fuyumi
5. Glasses Guy
6. Drow Fella
7. Blue-Skinned Fella
8. Armor Fella
9. Triston
10. A partner Pokemon. Reroll to determine whose, reroll again if it lands on this.

Last Stand. If a character or their Pokemon die, they get a Last Stand. If a Pokemon dies, the trainer still gets to use their ability but at disadvantage. If the trainer dies, after the last stand they can't use their move anymore.

Actions

The Spears of Liberation can perform three siege actions during the Siege Phase.

Throat Slash! Siege Attack Action: +5 to Hit. Hit: 7 (2d4 + 2) damage. If done before or after Smite or Second Wind, the damage is upped to 3d4 + 2 damage instead.

"Eli climbs up, slitting the throat of an enemy before darting away into the shadows."

Smite. Siege Attack Action: +5 to Hit. Hit: 7 (2d4 + 2) damage.  If done before or after Throat Slash or Song of Relief, the damage is upped to 3d4 + 2 damage instead.

“Azalea slashes her blade, cleaving any enemies within range. She closes her eyes to avoid witnessing the bloodshed.”

Spectral Dagger. Siege Attack Action: +5 to Hit. Hit: 7 (1d8 + 2) damage. If the Silver Company Siege is below 30 HP, it deals an extra 2d8 damage. If done after Freikugel or Areadbhar, add an extra 1d8. This stacks with the previously mentioned 2d8 damage buff.

“The Drow cleaves and slashes through the enemies, not leaving a single scratch physically but killing them spiritually.”

Banishment. Siege Effect Action: +5 to Happen. The enemy Siege has one less Siege action this turn. If done after Second Wind, it also deals 3d4 damage to the enemy Siege. If done after Spectral Dagger, it deals 2d6 damage.

“The Mage in the Glasses stretches his arms out, sending his enemies into Ultra Space - a world between the planes of existence.”

Song of Relief. (1 use). Siege Effect Action: +5 to Happen. The Anti-Commander Siege regains 3d6 HP. If done after either Throat Slash or Smite, this can revive one deceased member of the Siege.

“Eliza sings an enchanting song, causing the group to regain their strength.”

Ocean Spray. (1 use). Siege Effect Action: +5 to happen. The enemy siege's next Siege Action has disadvantage.

"The Triton throws water in the allies' eyes, leading to their eyes scalding and stinging."

Armored Bash. (1 use). Siege Effect Action: +5 to happen. Permanently disables the last Siege Action performed by the Commander's Siege.

"The fighter in armor rammed into the enemies, knocking them down and knocking the wind out of them."

Katana Kleave (1 use). Siege Combo Action: +5 to Happen. The next Siege Action the group takes has advantage, and the Commander's force takes 13 (4d6) damage. Add an extra d6 damage if done after the previous party siege action dealt damage to the enemy.

“The enemy force suddenly feels sharp gashes in their bodies, and when they see what caused it, Fuyumi's already behind them, having already made a million slices in them.”

Second Wind (1 use). Siege Effect Action: +5 to Happen. This can be used as a part of another Siege Action, and lets the anti-Commander Siege have an additional three Siege Actions this round. 

"Triston's inspiring words have rallied the group, pushing them beyond their previous limits!"

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

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

Enter a general description for your monster here.

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.

rickyd0714

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