Medium Humanoid, Lawful Neutral
Armor Class 16 chain shirt
Hit Points 85 (10d8 + 40)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
12 (+1)
Skills Athletics +6, Perception +4, Survival +4
Gear battleaxe heavy crossbow
Senses Passive Perception 14
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Veteran Initiative.
The warrant officer has advantage on initiative rolls.

Coordinated Strike (Recharge 5–6).
As a bonus action, one allied creature within 30 ft. that can see the warrant officer may immediately make one weapon attack.

Battle-Hardened.
The first time each round the warrant officer takes damage, reduce it by 3.

Actions

Multiattack.
The warrant officer makes two attacks.

Battleaxe. Melee Weapon Attack +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8+4) slashing damage (or 10 [1d10+4] two-handed).

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit: 6 (1d10+1) 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

Warrant Officers are seasoned veterans whose experience outweighs any formal authority. They are specialists — scouts, trainers, logistics masters, or battlefield tacticians — and their judgment is rarely questioned.

A warrant officer has survived enough battles to recognize patterns others miss. They move with purpose, speak only when necessary, and carry themselves with the quiet confidence of someone who has already faced the worst the wasteland can offer.When a warrant officer gives an order, it is not because of rank — it is because ignoring them has gotten people killed before.

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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