Medium Humanoid (Dwarf), Lawful Good
Armor Class 16 chain shirt
Hit Points 56 (7d8 + 4)
Speed 25 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +12, DEX +7, CON +4, WIS +6
Skills Athletics +6, History +2, Intimidation +5, Persuasion +5
Damage Resistances Poison
Condition Immunities Poisoned
Gear 2 Trowing hammers, 1 Wharhammer and a Dwarven shield
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Dwarvish, Elvish, Elvish Drow (dark elvish), Giant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Noble Bearing

Bob has advantage on Charisma checks against regular civilians.

Dwarven Resilience

Advantage on saving throws against poison, and resistance against poison damage.

 

Stubborn as Stone

When Bob gets under 20 Hp:

  • He gets resistance against bludgeoning, piercing and slashing Damage
  • He gets +1 AC

 

 

Actions

Multiattack Bob makes two melee attacks, but only when he has at least one guard near.

Warhammer (Masterwork)

Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 9 (1d8 + 5) bludgeoning damage, of 11 (1d10 + 5) two‑handed.

Throwing Hammer

Ranged Weapon Attack: +6 to hit, range 15/60 ft.
Hit: 8 (1d6 + 5) bludgeoning damage.

 

Bonus Actions

Commanding Presence (1/short rest)

As a bonus action Bob can assign one Guard whithin 30 ft.
that guard gets +2 on his next attack roll.

 

 

Reactions

Parry

Bob adds +2 to his AC against one melee attack that would otherwise hit him.
He must see the attacker.

 

 

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.

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.

tajemig

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