Large Humanoid, Any Alignment
Armor Class 20
Hit Points 42 (3d20 + 2)
Speed
STR
19 (+4)
DEX
17 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws STR +6, DEX +5
Damage Vulnerabilities Lightning
Damage Resistances Slashing
Damage Immunities Fire
Condition Immunities Blinded, Stunned
Senses Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Final stand. When the general is on his final 15 hit points, he gets a +3 on all damage rolls

Spellcasting. The [Battle General] is a 1st-level spellcaster. Its spellcasting ability is [5] (spell save DC 12, +5 to hit with spell attacks). The [Battle General] has following [class name] spells prepared:
Cantrips (at will): [Shocking Grasp], [Lightning Lure]
1st level (1 slots): [Witch's bolt]

Actions

One Handed Great-sword. A simple slash with a 75/25 chance to hit two enemies (17 or higher to hit two)

Great-sword Slash. Melee Weapon Attack: +4 to hit, reach 7 ft., 1-2 target. Hit: 1 (1d12 + 4) [slashing] damage.

Earth shatter. Ranged Weapon Attack: +3 to hit, range 5/10 ft., 1 target. Hit: 1 (2d6 + 3) [bludgeoning] damage. (Inflicts stagger)

Bonus Actions

Skillful display. After whiffing an attack, the general is able to roll for a follow up attack with a -3 on damage.

Reactions

Fragile Ego. When the general is hit by an attack that deals 12 or more damage he enters a state that allows him to add +4 to any damage die.

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 battle General is an extremely cocky and arrogant brawler with a strong stalwart stance. Due to this powerful stance, he is able to wield a great sword with one hand, and a great shield in the other. Even though he is able to wield a great sword with one hand, he can’t fully control it, but that lack of control comes with the ability to use a sweeping strike able to hit up to two enemies.

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.

Habitat: Any

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