Medium Humanoid, Lawful Neutral
Armor Class 18 plate
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
14 (+2)
Skills Athletics +7, Insight +5, Intimidation +5, Perception +5
Gear warhammer heavy crossbow
Senses Passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Commanding Presence.
Allied creatures within 30 ft. of the sergeant major have advantage on saving throws against being frightened.

Battlefield Orders (Recharge 5–6).
As a bonus action, choose up to two allied creatures within 30 ft.
Each may move up to half its speed without provoking opportunity attacks  or make one weapon attack (their choice).

Iron Will.
The sergeant major has advantage on Wisdom saving throws.

Actions

Multiattack.
The sergeant major makes **two melee attacks.

Warhammer. Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8+4) bludgeoning damage (or 10 [1d10+4] two-handed).

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 7 (1d10+2) piercing damage.

Bonus Actions

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

Reactions

makes one melee attack 

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

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

The Sergeant Major is the highest non-commissioned authority within the Vanguard. Where generals command strategy, the Sergeant Major enforces reality.

They maintain discipline across entire garrisons, resolve disputes between officers, and ensure that the Vanguard continues to function even when leadership is fractured or absent. Their presence alone is often enough to steady faltering defenders.

A Sergeant Major has seen towns fall, lines break, and allies die — and still stands. They do not inspire through speeches or symbols, but through unwavering resolve. When the Vanguard holds, it is often because a Sergeant Major refused to let it fail.

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.

ctrivenbark

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