Formation Fighting
If another Veteran is within 5 feet,
gain +1 AC.
Relentless
Once per day,
when reduced to 0 HP,
instead drop to 1 HP.
Elite Discipline
Advantage against being frightened.
Formation Fighting
If another Veteran is within 5 feet,
gain +1 AC.
Relentless
Once per day,
when reduced to 0 HP,
instead drop to 1 HP.
Elite Discipline
Advantage against being frightened.
Actions
Multiattack
Makes two attacks.
Longsword
+6 to hit
Hit:
1d8+4 slashing
Spear
+6 to hit
Reach 5 ft.
or
Thrown 20/60
Hit:
1d6+4 piercing
Heavy Crossbow
+5 to hit
100/400
Hit:
1d10+2 piercing
.
Brace
Until next turn,
gain +2 AC,
but speed becomes 0.
Brace
Until next turn,
gain +2 AC,
but speed becomes 0.
Reaction
Protect the Commander
When a creature attacks Commander Alaric or Captain Vale within 5 feet,
the Veteran may become the target instead.
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.
Description
Enter a general description for your monster here.
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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