Gerudo Elite (5e Creature)
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Medium humanoid (gerudo), lawful neutral or lawful evil
Armor Class 16 (studded leather)
Saving Throws Str +5, Dex +7
Ancestral Arms. The gerudo has a +1 bonus on damage rolls with scimitars, shortbows, and spears (included in the attack).
Magic Resistance. The gerudo has advantage on saving throws against spells and other magical effects.
Multiattack. The gerudo makes four melee attacks, or two ranged attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the gerudo can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the gerudo. A creature can benefit from only one Leadership die at a time. The effect ends if the gerudo is incapacitated.
Parry. The gerudo adds 3 to its AC against one melee attack that would hit it. To do so, the gerudo must see the attacker and be wielding a melee weapon.
As a gerudo warrior with natural talent who has trained her abilities to a high degree and been entrusted with leadership, a gerudo elite is a fearful force on the battlefield. This caliber of fighter usually commands at least a small squadron of gerudo pirates, bandits, or warriors.
- Gerudo, the race to which this creature belongs
- Gerudo warrior, a similar fighter with less training or talent than a gerudo elite
- Gerudo witch, a spellcaster belonging to the same race
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