Ironblood Commander (5e Creature)

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Ironblood Commander[edit]

Medium humanoid, chaotic neutral


Armor Class 20(light armor)
Hit Points 652
Speed 60ft, fly 40ft.


STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 18 (+4) 20 (+5) 20 (+5) 24 (+7)

Saving Throws Dex +10, Int +10, Wis +10, Cha +12
Skills Acrobatics +10, Arcana +10, Deception +12, Insight +10, Intimidation +12, Investigation +10, Perception +10, Persuasion +12, Stealth +10
Damage Resistances Psychic, Radiant, Necrotic.
Damage Immunities Psychic, Radiant.
Condition Immunities frightened, charmed, poisoned
Senses Blindsight 120ft, True Sight 30ft passive Perception 20.
Languages Common —
Challenge 15 (13,000 XP)


Trais:.

Legendary Resistance [3/day]: When Commander fails a saving throw, she can choose to succeed instead.


Magic Resistance: Commander has advantage on saving throws against spells and other magical effects.


Spellcasting. Commander is an 15th-level spellcaster. Her spellcasting ability is Charisma (spell saving throw DC 21+3, +13+3 on spell attacks). Commander knows the following sorcerer spells:

cantrips: chill touch, light, fire bolt, mage hand, Green Flame Blade, ray of frost

1st level (4 slots): chromatic orb, detect magic, Shield, Magic Missiles

2nd level (3 slots): See Invisibility, Scorching Ray, Misty Step

3rd level (3 slots): counterspell, dispel magic, fireball

4th level (3 slots): Fire Shield, Wall of Fire, Psychic Lance

5th level (3 slots): cloudkill, Synaptic Static, telekinesis

6th level (1 slot): chain lightning, Circle of Death, Sunbeam

7th level (1 slot): Firestorm, Crown of Stars

8th level (1 slot): power word stun, Anubrakhum’s Horrid Wilting

Innate spells. Commander's innate spellcasting ability is Charisma (Spell save DC 21+3, +13+3 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Ice Storm, hunger of hadar

4/day each: cloudkill, negative energy flood, scrying

3/day each: Eyebite, harm, soul cage

2/day each: Power Word: Kill, Psychic Scream, meteor swarm

1/day each: Time Stop


Blessings of the Origin's Right-Eye: Commander's spell damage +8 and the spell atk rolls, spell save dc +3. Additionally, the Commander can cast spell level 6 or below in her spell list at will. And she can cast spells level 7 or higher in her spell list without spending spell slots and can be used 3 times per day. Also requiring no verbal components to cast a spell from innate spells list.

ACTIONS

True Dragon YiTian Sword[+3] Melee Weapon Attack: +12[+3] to hit, reach 5 ft., one target. Hit: (2d8 + 10) damage + (4d6 +7) Radiant Damage +(2d10 +5) Force Damage.

Tianwei Ascension[1/day]: Attacks all creatures within 5x50ft, make attack rolls for each target, dealing weapon damage to targets hit. Deals an additional 1d12 slashing damage to each target hit by an attack roll greater than 25.

Commando - Offensive Stance: Iron Blood Commander orders his army to attack and overwhelm the enemy. All allies within 120ft of her gain +3 to attack rolls and damage rolls. At the same time, if their attack misses a target within range, they can turn the miss into a hit, which can only be used once per day. There is only one stance that exists.

Commando - Defensive Stance: Iron Blood Commander orders the army to set up a defensive battle. All allies within 120ft of her gain +2 to AC and saving thrown. At the same time, if they fails a saving throw, they can choose to succeed instead, which can only be used once per day. Thre is only one stance that exists.

Commando - Assault: Ironblood Commander orders a allies team to immediately attack the enemy. Choose a allies team that took a turn in the current round, they immediately have an extra turn right after her turn.

Supreme Command (Recharge 5-6): All hostile creatures within 120ft must make a wis save DC 24. If failed, the creature is affected similarly to the Command spell.

REACTIONS

Commando - Retreat(reaction): when hit by a melee attack, Ironblood Commander can reduce damage equal to 1d8+dex modifier. Then, she can teleport to a unoccupied space within 60ft. And if there are allies within 60ft of her, she can command them to move at their speed towards her.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn. Legendary Actions:

Nimble [1 action]: Commander uses the dash or disengage action.

Commando - Offensive Stance [1 action]: Iron Blood Commander orders his army to attack and overwhelm the enemy. All allies within 120ft of her gain +3 to attack rolls and damage rolls. At the same time, if their attack misses a target within range, they can turn the miss into a hit, which can only be used once per day. There is only one stance that exists.

Commando - Defensive Stance [1 action]: Iron Blood Commander orders the army to set up a defensive battle. All allies within 120ft of her gain +2 to AC and saving thrown. At the same time, if they fails a saving throw, they can choose to succeed instead, which can only be used once per day. Thre is only one stance that exists.

Commando - Assault [2 action]: Ironblood Commander orders a team to immediately attack the enemy. Choose a team that took a turn in the current round, they immediately have an extra turn right after this Legendary Action.

At the end of the road, there is nothing left.
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