Axe-Hand Weapon — Passive/Free: Morgan's right hand is replaced by a steel axe. He cannot be disarmed of it and cannot wield a weapon or shield with that hand.
Exceptional Strength — Passive/Free: Morgan has advantage on Strength checks made to break objects, force open doors, grapple, or shove creatures.
Heavy Axe Swing — Passive/Free: Once per turn when Morgan hits with his axe-hand, he deals an additional 1d4 slashing damage.
Metal-Cutting Blade — Passive/Free: Morgan deals double damage to objects and structures with his axe-hand.
Intimidating Presence — Passive/Free: Morgan has advantage on Intimidation checks made to frighten or threaten creatures.
Marine Authority — Passive/Free: Allied Marines within 30 feet of Morgan who can see or hear him have advantage on saving throws against being frightened while Morgan is conscious.
Military Training — Passive/Free: Morgan is proficient with martial weapons, firearms, and medium armor.
Battle-Hardened — Passive/Free: Morgan has advantage on Constitution saving throws against exhaustion.
Arrogant Tyrant — Passive/Free: Morgan has advantage on Intimidation checks against creatures that fear his rank, but disadvantage on Insight checks made to recognize deception or provocation.
Axe-Hand Slash — Action: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d8 + 2 slashing damage.
Heavy Axe Chop — Action: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 2d6 + 2 slashing damage. Morgan must succeed on a DC 11 STR save or be unable to use this attack again until the start of his next turn as he recovers from the heavy swing.
Cleave — Action: Morgan swings his axe-hand in a wide arc. Creatures of his choice within 5 feet of him must make a DC 12 DEX save, taking 1d8 + 2 slashing damage on a failure or half damage on a success.
Armor-Breaking Chop — Action: Melee Weapon Attack: +4 to hit, reach 5 ft., one target wearing armor or using a shield. 1d8 + 2 slashing damage. On a hit, the target takes a −1 penalty to AC until the start of Morgan's next turn as the blow disrupts its guard. This penalty cannot reduce AC by more than 1.
Rending Strike — Action: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6 + 2 slashing damage. The target must succeed on a DC 12 CON save or take 1d4 slashing damage at the start of its next turn from the wound. The bleeding ends after that damage or when the target receives magical healing.
Intimidating Order — Action: Morgan barks an order at one creature within 30 feet that can hear him. The target must succeed on a DC 12 WIS save or have disadvantage on its next attack roll before the end of its next turn but attacks this turn.
Command Marines — Bonus Action: One allied Marine within 30 feet that can hear Morgan can use its Reaction to move up to half its speed without provoking opportunity attacks or make one weapon attack.
Punishing Advance — Bonus Action: Morgan moves up to 10 feet toward a hostile creature he can see. This movement does not provoke opportunity attacks from that creature.
Brutal Retort — Reaction: When a creature within 5 feet hits Morgan with a melee attack, Morgan makes one Axe-Hand Slash attack against that creature.
Brace — Reaction: When Morgan would be pushed or knocked prone, he can make a DC 12 STR save. On a success, he is neither pushed nor knocked prone.
Bodyguard's Order — Reaction: When an allied Marine within 5 feet is hit by an attack, Morgan can impose a −2 penalty to the attack roll if he can see the attacker. This may turn the hit into a miss.
Description
Axe-Hand Morgan is a ruthless and authoritarian Marine captain who rules the Shells Town Marine Base through fear, intimidation, and abuse of his rank. He is a large, heavily built man with a metal jaw and a massive steel axe replacing his right hand, which he uses as his primary weapon. Morgan relies on brute strength and powerful chopping attacks rather than refined swordsmanship, making him especially dangerous at close range. His military position gives him authority over the Marines stationed at the base, allowing him to command soldiers and use them to overwhelm opponents. However, his arrogance, cruelty, and obsession with obedience make him prone to underestimating enemies who challenge his authority. Although physically imposing and capable of delivering devastating blows, Morgan lacks the supernatural abilities and advanced combat techniques of stronger fighters. He depends on his axe-hand, physical power, intimidating presence, and subordinate Marines to maintain control, making him a suitable Level 1 character boss for a party encountering him during the Shells Town arc.
Comments