Medium Humanoid (Goliath), Any Neutral Alignment
AC 17 half plate    Initiative +3 (13)
HP 115 (7d10 + 28)
Speed
Mod Save
STR 18 +4 +4
DEX 16 +3 +3
CON 17 +3 +3
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 14 +2 +2
Senses Passive Perception 12
Languages None
CR 2 (XP 450; PB +2)
Traits

Veteran of a Hundred Clans. The warrior has advantage on saving throws against being charmed or frightened.

Battle Mastery. Once per turn when the warrior hits with a weapon attack, it can deal an additional 7 (2d6) damage and apply one of the following effects:

  • Disarming Strike: The target must succeed on a DC 15 Strength saving throw or drop one held item.
  • Sweeping Strike: The warrior can make one weapon attack against another creature within 5 feet of the original target.
  • Crushing Strike: The target's speed is reduced by 10 feet until the start of the warrior's next turn.
  • Driving Strike: The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet.

Fallow-Shunt Formation. While within 5 feet of at least one allied creature, the warrior gains +2 AC against melee attacks.

Second Wind (1/Day). As a bonus action, the warrior regains 20 hit points.

Goliath's Might

Arquin counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.

She has advantage on Strength checks and Strength saving throws made to resist being moved or knocked prone.

Mountain-Born

Arquin ignores difficult terrain caused by stone, snow, ice, mud, or natural mountainous terrain.

She also has advantage on saving throws against being knocked prone.

Captain of the Collective

Allied Fallow-Shunt creatures within 30 feet of Arquin gain a +2 bonus to saving throws against being frightened or charmed.

When Arquin reduces a hostile creature to 0 hit points, one ally within 30 feet can use its reaction to move up to half its speed without provoking opportunity attacks.

Wildblood

Arquin's connection to the ancient magic of the Fallow-Shunt makes her magic unpredictable.

Whenever she uses Wildblood Surge, roll on the Fallow-Shunt Wild Magic table below.

Relentless Endurance (1/Day)

If Arquin would be reduced to 0 hit points but isn't killed outright, she drops to 1 hit point instead.

Actions

Multiattack

Arquin makes three attacks, using her +2 Greataxe or Shield Bash in any combination.

+2 Greataxe — Widowmaker

Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 17 (1d12 + 7) slashing damage.

Once per turn when Arquin hits a creature with Widowmaker, she can trigger one Wildblood Weapon effect:

Thunderous: The target takes 5 (1d10) thunder damage and must succeed on a DC 16 Strength save or be pushed 10 feet.

Frostbitten: The target takes 5 (1d10) cold damage and its speed is reduced by 10 feet until the start of Arquin's next turn.

Bloodied: Arquin gains 5 temporary hit points.

Crushing: The attack deals an additional 7 (2d6) bludgeoning damage.

+1 Shield — Oathwall

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 9 (1d6 + 5) bludgeoning damage.

If Arquin hits a Large or smaller creature, she can force it to make a DC 17 Strength saving throw. On a failure, she knocks it prone or pushes it 10 feet.

 

Wildblood Surge

Recharge 5–6

Arquin releases the ancient magic within her blood.

She chooses a point she can see within 60 feet. The magic erupts in a 15-foot-radius sphere.

Creatures in the area must make a DC 16 Dexterity saving throw.

On a failure, they take 21 (6d6) damage of a type determined by her Wild Magic result.

On a success, they take half damage.

Then roll on the Fallow-Shunt Wild Magic table.

 

Fallow-Shunt Wild Magic

d12

Wild Magic

1

Mountain's Fury. A tremor erupts beneath Arquin. Each creature within 10 feet must make a DC 16 Strength save or fall prone.

2

Stormblood. Lightning arcs from Arquin. One creature within 30 feet takes 10 (3d6) lightning damage.

3

Winter's Breath. The surge deals cold damage, and the ground in the affected area becomes difficult terrain until the end of Arquin's next turn.

4

Ancestor's Roar. A spectral Fallow-Shunt war cry erupts. Enemies within 20 feet must succeed on a DC 16 Wisdom save or become frightened until the end of Arquin's next turn.

5

Blood for Blood. Arquin takes 10 damage, and the next attack she hits with deals an additional 14 (4d6) damage.

6

Ironhide. Stone-like armor briefly covers Arquin. She gains 10 temporary hit points and +2 AC until the start of her next turn.

7

Wild Charge. Arquin teleports up to 30 feet to an unoccupied space she can see, accompanied by a thunderclap. Creatures within 5 feet of her destination take 7 (2d6) thunder damage.

8

Fate's Favor. Arquin rolls a d6 and adds it to the next attack roll or saving throw she makes within 1 minute.

9

Cracked Earth. Jagged stone erupts in a 10-foot line. Creatures in the line make a DC 16 Dexterity save or take 14 (4d6) piercing damage and have their speed reduced to 0 until the end of their next turn.

10

Wyrd Wind. A violent wind surrounds Arquin for 1 minute. Ranged attacks against her have disadvantage.

11

The Old Gods Laugh. Arquin's magic becomes completely unpredictable. Roll twice more and apply both results.

12

Saga Made Flesh. A spectral ancestor appears beside Arquin for 1 minute. Once during that minute, Arquin can have the spirit make one Greataxe attack: +9 to hit, 13 (1d12 + 6) slashing damage.

Bonus Actions

Battle Cry

Arquin chooses up to three allies within 30 feet who can hear her.

Each ally gains 10 temporary hit points and advantage on its next weapon attack before the end of its next turn.

Wildblood Step (Recharge 4–6)

Arquin becomes surrounded by swirling leaves, snow, sparks, and spectral runes.

She moves up to 20 feet without provoking opportunity attacks.

At the end of the movement, one creature within 5 feet must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) force damage.

Reactions

Parry. The warrior adds 3 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.

Clan Protector. When a creature within 5 feet of the warrior is hit by an attack, the warrior can impose disadvantage on that attack roll, potentially causing it to miss.

Description

 

 Shield of the Clan

When Arquin or a creature within 5 feet of her is hit by an attack, she raises Oathwall.

The target gains +3 AC against the triggering attack, potentially causing it to miss.

Wild Defiance (1/Day)

When Arquin fails a saving throw, she can roll on the Fallow-Shunt Wild Magic table immediately, ignoring any damage or offensive portion of the result.

She then succeeds on the saving throw instead.

MageLord8521

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