Traits Description
Nationalistic Zeal. As a bonus action, the legionary can unleash a surge of fervor for flag and country. For 1 minute, it has advantage on Strength-based attack rolls and Strength saving throws, and it gains a +2 bonus to damage rolls with weapon attacks. This effect ends early if the legionary is incapacitated or fails to damage a hostile creature on its turn. Once this trait is used, it can't be used again until the legionary finishes a short or long rest.
Formation Fighter. The legionary has advantage on saving throws against being frightened. In addition, if the legionary is within 5 feet of an ally that is not incapacitated, it gains a +1 bonus to its AC.
Actions Description
Multiattack. The legionary makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Pilum. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the legionary moves at least 10 feet straight toward the target immediately before the hit, the target must succeed on a DC 13 Strength saving throw or be knocked prone. After this attack, the pilum is broken.
Bonus Actions Description
Nationalistic Zeal. The legionary uses its Nationalistic Zeal trait.
Reactions Description
Shield Wall. When an ally within 5 feet of the legionary is hit by a melee attack, the legionary can interpose its shield. The ally gains a +2 bonus to AC against that attack, potentially causing it to miss.
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
Monster Characteristics Description: A disciplined soldier of the Commonwealth military, clad in polished chain mail and bearing a shield marked with the red winged lion. Their eyes are full of unwavering conviction and their formations are unbreakable.
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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