Neart Galloglaigh (5e Creature)

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Neart Galloglaigh[edit]

Medium humanoid (neart), chaotic neutral


Armor Class 20 (plate, shield)
Hit Points 142 (15d8 + 75)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Str +11, Dex +7, Con +10, Wis +8, Cha +8
Skills Athletics +11, Deception +8, Insight +8, Intimidation +8, Perception +8, Survival +8
Proficiency Bonus +5
Condition Immunities exhaustion, frightened
Senses passive Perception 18
Languages Common, Goblin, Neartian, Orc, Sylvan
Challenge 14 (11,500 XP)


Alert. The neart naturally gains +5 to initiative rolls, cannot be surprised as long as it's conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it.

Athlete. When the neart is prone, standing up only uses 5 feet of his movement. The neart can make a running long jump or a running high jump after moving only 10 feet on foot, rather than 20 feet.

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

Charge. If the neart moves at least 30 feet straight toward a target and then hits it with a shield bash attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.

Fey Ancestry. The neart has advantage on saving throws against being charmed, and magic can't put the neart to sleep.

Fey Slayer Weapons. The neart's weapon attacks are magical. When the neart hits a fey with any weapon, the weapon deals an extra 4d8 extra damage.

Martial Advantage. Once per turn, the neart can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the neart that isn't incapacitated.

Quick Reflexes. The neart gets two extra reactions.

Raider. The neart has advantage on Charisma (Intimidation) checks and may make one as a bonus action.

Relentless (Recharges after a Short or Long Rest). If the neart takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Shield Breaker. If the neart scores a critical hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.

Stability. The neart has advantage on saving throws or abillity checks against being pushed or knocked prone.

Wrestler. The neart has advantage on Strength (Athletics) checks to initiate a grapple and may make one as a bonus action.

ACTIONS

Multiattack. The neart makes four attacks, only one of which may be a shield bash.

Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage or 17 (2d10 + 6) slashing damage if used with two hands.

Javelin. Melee or Ranged Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage in melee or 9 (1d6 + 6) piercing damage at range.

Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (2d4 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Battle Cry (1/Day). Each creature of the neart's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the giant's next turn. The neart can then make one attack as a bonus action.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the neart 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 neart. A creature can benefit from only one Leadership die at a time. The effect ends if the neart is incapacitated.

BONUS ACTIONS

Aggressive. The neart moves up to its speed toward a hostile creature that it can see.

Rampage. When the neart reduces a creature to 0 hit points with a melee attack on its turn, the neart moves up to half its speed and makes a longsword attack.

REACTIONS

Deflect. The neart adds 4 to its AC against one ranged attack that would hit it. To do so, the neart must see the attacker and be wielding a shield.

Parry. The neart adds 4 to its AC against one melee attack that would hit it. To do so, the neart must see the attacker and be wielding a melee weapon.

Unbridled Fury. In response to being hit by a melee attack, the neart can make one melee weapon attack with advantage against the attacker.

The Galloglaigh order is a sacred group in neartian society: every neart worth their weight in dirt dreams of one day joining the ranks of the Galloglaigh and almost all the brigadier-war kings of old were commanders among them. To the fey, they slaughter, however, the Galloglaigh are slave drivers and murderers, who walk with fury in their eyes, blood upon their hands, and desolation in their step.

Subjugate and Slaughter. Not any neart is selected to be inducted into the ranks of the Galloglaigh. No one may even ask to: the Galloglaigh do not accept requests to join, to do so would be weak and undignified. Rather, the Galloglaigh keep tabs on every individual within the armada and any soldiers who catch the attention the Curadh, the highest-ranking members of the Galloglaigh, are alerted to the brigadier-war king, who may be a member of the Curadh himself.
Such extraordinary soldiers are brought before the Curadh council, by the war king, and are presented with the obligation of joining the Galloglaigh: even if a neart did not wish to join them, such a minority that they’ve been reduced to stories, they don’t have a say once the council says they’re wanted. To say no is treason, as you’re doing what is not best for the armada, and will be punished with death. However, the Curadh merely see who has potential: whether they would actually be good Galloglaigh must be proven. To do this, the chosen undergoes a series of rigorous trials, including several day-long torture sessions, to numb them to its effects. Many do not survive these trials, and some Galloglaigh hosts have faced extinction due to a lack of recruits. To those who succeed, however, techniques and equipment beyond anything a grunt could ever hope to see is bestowed upon them, and they begin their new life as true warriors.

Cataclysmic Conquest. The Galloglaigh are regarded as a legend for their ferocity and power on the battlefield, where they serve not only as heavy infantry but as weapons of mass destruction. It is said that a single legion of 10 Galloglaigh is all that is needed to destroy a fairy horde, and the fey seem to think the same.

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