Outlaw Warlord
Medium humanoid, any non-lawful alignment
Armor Class
20 (plate, shield)
Hit Points
108 (18d8 + 36)
Speed
30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Senses
passive Perception 10
Saving Throws
Str +7, Dex +3, Int +6
Skills
Arcana +6, Athletics +7, Insight +5, Intimidation +6, Perception +5
Languages
Common and any two other languages
Challenge
6 (2,300 XP)
Eldritch Knight Spellcasting. The warlord is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The warlord has the following wizard spells prepared:
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Cantrips: message, true strike
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1st level (4 slots): charm person, fog cloud, magic missile, shield
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2nd level (2 slots): magic weapon, misty step
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the warlord regains 15 hit points.
War Caster. The warlord can perform the somatic components of spells, even with a weapon or shield equipped in one or both hands. In addition, the warlord has advantage on concentration saving throws.
Actions
Multiattack. The commander makes three attacks with its longsword or two with its javelins.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +4) slashing damage is used with two hands.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.