Medium or Small Humanoid, Typically Lawful Evil
AC 22 Plate    Initiative +2 (12)
HP 165 (15d12 + 60)
Speed 30 ft.
Mod Save
STR 22 +6 +10
DEX 14 +2 +2
CON 20 +5 +9
Mod Save
INT 15 +2 +2
WIS 17 +3 +3
CHA 19 +4 +8
Skills Athletics +10, Intimidation +12, Perception +7
Vulnerabilities Cold
Resistances Acid, Fire, Lightning, Necrotic, Piercing, Slashing
Immunities Charmed
Gear Plate Armor +1, Shield +1, Flaming Longsword.
Senses Passive Perception 18
Languages Common
CR 10 (XP 5,900; PB +4)
Traits

Terrifying Presence. All creatures with a proficiency bonus below +3 must make a DC 15 wisdom saving throw or gain the fear condition.

Legendary Resistance (2/day). Twice per day whenever the Drake Army General fails a saving throw he may choose to succeed it instead.

Actions

Multiattack. The guard makes two Flaming Longsword attacks.

Flaming Longsword. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage plus 9 (2d4+3) Fire damage.

Command. Any combination of creatures allied to the Drake Army General whose combined CR add up to 5 move up to their movement speeds towards a creature that the Drake Army General chooses and make a melee attack against that creature.

Bonus Actions

High Priority Target. The Drake Army General marks one hostile creature as a target. Whenever an allied creature makes an attack against the marked target they gain advantage on the attack roll and deal an additional 1d4 force damage.

Reactions

Preemptive Strike. Whenever a creature you can see enters melee attack range, you may make 1 Flaming Longsword attack as a reaction.

Habitat: Any

Evauge

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