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:

  • Cantrips: message, true strike

  • 1st level (4 slots): charm person, fog cloud, magic missile, shield

  • 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.

medium
humanoid
cr6
nerzugals-extended-bestiary