Warlord
Medium humanoid (any race), any alignment
Armor Class
18 (plate)
Hit Points
229 (27d8+108)
Speed
30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws
Str +9, Dex +7, Con +8
Skills
Athletics +9, Intimidation +8, Perception +5, Persuasion +8
Languages
any two languages
Challenge
12 (8,400 XP)
Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Actions
Multiattack. The warlord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage.
Legendary Actions
The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.