Martial Glory (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Martial Glory[edit]

Medium undead, chaotic neutral


Armor Class 17 (half plate)
Hit Points 117 (18d8 + 36)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 9 (-1)

Saving Throws Str +8, Dex +7, Wis +5
Skills Intimidation +3, Perception +5
Proficiency Bonus +4
Damage Resistances acid, cold, fire, force, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 12 (8,400 XP)


Antimagic Susceptibility. The martial glory is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the martial glory must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Brute. A melee weapon deals an extra die of its damage when the martial glory hits with it (included in the attack).

ACTIONS

Multiattack. The martial glory makes three attacks, only one of which can be with its Cross Slash.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) slashing damage plus 7 (3d4) force damage.

Axe Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (3d4) force damage.

Uppercut. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (3d4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Cross Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage plus 15 (6d4) force damage. The martial glory must have two axes in hand.

Force Wave (Recharge 4-6). The martial glory uses its essence to push back attackers. All creatures within 30 feet of the martial glory make a DC 18 Strength saving throw. On a failed save, a creature takes 17 (5d6) force damage, is hurled 40 feet directly away from the martial glory in a straight line, and is knocked prone. On a successful save, the creature takes half as much damage, is hurled only 20 feet directly away from the martial glory in a straight line, and isn't knocked prone.


In some cases, an otherworldly power breathes life into a limp corpse. Other times, the mere lust for life, revenge, or redemption puts purpose in a body. Sometimes, the purpose of the life lived is enough to empower itself to life. Martial glories are a warrior's drive for glory, victory, conquest, and battle come to life in place of a body. In practical terms, the nonmagical cognitive processes becomes magical, filling the gap that its host has left, and desire only to continue warring with other warriors. Martial glories are often found inside abandoned arenas, in graveyards where a recent addition was made, or on a battlefield left by the progression of war. These entities have only drive for fighting. No purpose, no puppet master, no summoner with hidden motives moves the weapons. Only a physical blood lust.

Undead Nature. A martial glory doesn't require air, food, drink, or sleep.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures