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