| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +7 |
| DEX | 10 | +0 | +0 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +6 |
Aura of Courage. The Commander and allied creatures within 20 feet of it are immune to being frightened.
Battle Ready. The Commander has advantage on initiative rolls.
Conviction (1/Day). If damage reduces the Commander to 0 hit points, it drops to 1 hit point instead.
Heroic Spirit. The Commander gains 10 temporary hit points at the start of its turn.
Multiattack. The commander makes two Glaive attacks.
Glaive. Melee Weapon Attack: +7, reach 10 ft. Hit: 9 (1d10 + 4) slashing damage.
Never Give In (1/Day). The Commander shouts out and each allied creature with fewer than half their hit points within 30 feet gains advantage on their next attack roll or saving throw.
Riposte. Trigger: The commander is hit by a melee attack roll while holding a weapon. Response: The commander adds 3 to its AC, possible causing the attack to miss. If the attack misses, the commander can make a Glaive attack against the attacker.
Description
Warriors clad in shining armour, the commander charges into battle leading a small batallion of guards.