High Warlord (5e Creature)

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High Warlord[edit]

Medium humanoid (any race), any alignment


Armor Class 19 (half plate, shield)
Hit Points 252 (24d8 + 144)
Speed 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 23 (+6) 14 (+2) 18 (+4) 19 (+4)

Saving Throws Str +13, Con +12
Skills Acrobatics +8, Athletics +13, Insight +10, Intimidation +10, Perception +10
Proficiency Bonus +6
Senses passive Perception 20
Languages any one language (usually Common)
Challenge 20 (25,000 XP)


Hammer Strikes. When a creature within 5 feet of the warlord rises from prone, they can make an opportunity attack against the creature (no reaction needed}. Additionally, the warlord's successful attacks against prone creatures deal 10 (3d6) additional damage.

Heavy Handed. The warlord can wield two-handed weapons using only one hand. They also deal 3 (1d6) additional damage whenever they make a successful weapon attack, included in the damage. The warlord can use their maul as a thrown weapon.

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

Legendary Stamina. When the warlord rolls initiative and at the start of their turns, the warlord gains 12 (5d4) temporary hit points as long as they have at least 1 hit point.

Primal Resilience. The warlord has advantage on all Strength ability checks and saving throws. When the warlord is subjected to an effect that allows them to make a Constitution saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Push Through. The warlord can move through the space of any creature, but can't end its movement in space occupied by a Small or larger creature. If the creature is Small or larger, the space is considered difficult terrain for the warlord.

ACTIONS

Multiattack. The high warlord makes three maul attacks.

Maul. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 17 (3d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on DC 22 Strength saving throw or be knocked prone. If the creature is already prone and fails the saving throw, it takes 14 (4d6) additional bludgeoning damage.

Curb Stomp. Each creature within 5 feet of the warlord must succeed on a DC 22 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The warlord then makes one maul attack against each prone creature within 5 feet of them.

BONUS ACTIONS

Avalanche. The warlord can jump up to 20 feet to an unoccupied space it can see. Each creature within 5 feet of this space have disadvantage on the saving throw of the warlord's next maul attack or Curb Stomp. This movement does not provoke opportunity attacks.

Fling and Swing. After the warlord uses their maul to make ranged attack, they can move to an unoccupied space within 5 feet of the target, pick up their maul, and make an additional melee maul attack against the same target. This movement does not provoke opportunity attacks.

Shield Strike. The warlord targets a creature within 5 feet of them with a shield bash, gaining advantage on their next attack against the target. If the attack is successful, the creature has disadvantage on its next saving throw. If the attack scores a critical hit, the creature is also stunned until the end of its next turn.

REACTIONS

Interceptor. When a creature the warlord can see within 20 feet of them is attacked, the warlord can move up to 20 feet to an unoccupied space within 5 feet of the attacker and redirect the attack towards themselves. If the attack fails, the attacker is knocked prone. This movement does not provoke opportunity attacks.

Power Parry. The warlord adds 6 to its AC against one melee attack that would hit it. If the attack misses, the attacker is knocked prone. If attack hits, reduce the damage it deals by up to 14 (4d6). To use this reaction, the warlord must be wielding a melee weapon and can't be blinded.

Shield Wall. When the warlord fails a Dexterity saving throw, it can reroll the saving throw as a Constitution saving throw with the same DC. If the warlord succeeds on the new saving throw, it gains temporary hit points equal to the DC. To use this reaction, the warlord must be wielding a shield and can't be blinded.

LEGENDARY ACTIONS

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

Brace for Impact. The warlord gains 28 (8d6) temporary hit points.
Ready to Fight. The warlord regains the use of their reaction.
Down and Out (Cost 2 Actions). A creature within 5 feet of the warlord must succeed on a DC 22 Constitution saving throw or be knocked prone and stunned until the end of its next turn.

To rise to the recognition of the high warlord title without the use magic or privilege is a feat few warriors can boast of for it requires the raw power of the greatest barbarian heroes, the finesse of the greatest fighter duelists, and the tactical genius of the greatest generals to command the battlefield. Most such commanders would seek instead a comfier position behind a desk or atop a throne, but any true high warlord knows their true place is on the battlefield, usually at the tip of their forces' spear. They have no equal in strength of arms amongst mortalkind.

Variant: Augmented Armory

The high warlord base statistics assumes all equipment they wield is nonmagical. For a harder challenge, with greater rewards, give the warlord a vicious maul, +1 half plate armor, +2 shield, brooch of shielding, mantle of spell resistance, ring of free action, and a bronze horn of valhalla. The high warlord's CR increases to 22 (41,000 XP).

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