Great Marshal (5e Creature)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: A copy of Aurora Captain (5e Creature). 23:54, 3 October 2023 (MDT)


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Scales.png This page is of questionable balance. Reason: A CR 15 creature that can summon another CR 15 creature and on average seven CR 14 creatures who can all summon their own CR 15 creatures. 21:26, 6 October 2023 (MDT)


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great marshal[edit]

Medium humanoid (elf), neutral good


Armor Class 20 (plate, shield)
Hit Points 650
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 24 (+7) 17 (+3) 16 (+3) 18 (+4)

Saving Throws Str +13, Dex +11, Con +12
Proficiency Bonus +5
Damage Immunities cutting, forceful, piercing, non-silver attacks
Condition Immunities charmed, poisoned frightened
Senses darkvision 1000 ft., passive Perception 13
Languages Common,elvish
Challenge 15 (13,000 XP)


tactical in combat.The Grand Marshal releases an aura as a free action within a range of 400 feet, ordering all allies to attack. Within the aura, allies gain advantage when attacking and gain a +10 to attack and damage rolls.(once a day)

impulseWhen the great Marshal attacks an enemy with impulse, the enemy must succeed on a strength check with a DC of 16 or be knocked prone.

to your formation!.You can use your action or additional action to order one of your allies to attack with advantage.

Legendary Resistance (3/Day). If the great Marshal fails a saving throw, it can choose to succeed instead.


Master rider. The great marshal needs no saddle to ride a silver wyvern, additionally, the marshal uses only 5 feet of movement to mount and dismount cannot be knocked down while mounted

eagle view.can see up to 1 mile away without difficulty, able to discern even the finest details as if looking at something no more than 100 feet away.


Keen Sight. The Marshal has advantage on Wisdom (Perception) checks that rely on sight.

in communion with the ancestors.The marshal can speak telepathically with his silver wyvern after the silver wyvern and him spend more than a month to form an emotional bond, regardless of the distance, it can only be done if the two are on the same plane.

ACTIONS

Multiattack. The marshal makes two attacks.


Broadsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 8) slashing or piercing damage plus 9 (4d8) radiant damage.

boostfor every 5 foot of movement in a straight line you add +1 force damage to attack and damage rolls.


Lance. Melee Weapon Attack: +13 to hit, reach 10 ft. (with disadvantage if the target is within 5 feet of the aurora), one target. Hit: 11 (4d12 + 8) piercing damage plus 9 (2d8) radiant damage.

Summon Warrior (1/Day). The marshal summons 2d6 silver warriors, which appear in empty spaces within 40 feet of the marshal.

Summon wyvern (you can only have one wyvern at a time). The silver warrior summons 1 silver wyvern

REACTIONS

Parry. The Marshal adds 6 to its AC against one melee attack that would hit it. To do so, the Marshal must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The Marshal 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 Marshal regains spent legendary actions at the start of its turn.

Attack. The great Marshal makes a weapon attack.
Command Ally. The Marshal targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the Marshal, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Detect. The Marshal makes a Wisdom (Perception) check.

When an silver warrior shows great skill a glimorian could take it off for special training. When the silver warrior returns it is stronger and respected among the rest of its kind. These Marshals lead divisions of warriors into battle When in dire danger a Marshal can magically summon silver warriors to its aid

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