Field Commander

Medium humanoid (any race), any alignment

Armor Class 17 (breastplate, 19 with shield)
Hit Points 170 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 18 (+4)

Saving Throws Con +5, Cha +7
Skills Athletics +8, Investigation +5, Perception +5, Persuasion +6
Condition Immunities frightened
Senses passive Perception 15
Languages Common and one other language
Challenge 10 (5,900 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The field commander makes three attacks.
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if wielded in two hands. If the target is a creature, the field commander can expend a spell slot as part of the attack to add one of the following effects:
    • The target takes extra radiant damage equal to 1d8 per slot level
    • The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn
    • The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can make a new saving throw at the end of each of its turns, overcoming its fright on a success.

REACTIONS

  • Bolster Soldier. When the field commander sees an allied creature within 10 feet of it struck by a weapon attack, it can use its reaction to call encouragement, granting that creature 5 (1d10) temporary hit points.

ABOUT

Field commanders are the men and women who enact the battle plans of their superiors. They lead their forces from the front and stand as assuring bastions of victory in even the most chaotic melee.

Section 15: Copyright Notice

Southlands. © 2021 Open Design LLC. Authors: Richard Green with Wolfgang Baur, Basheer Ghouse, and Kelly Pawlik.

This is not the complete license attribution - see the full license for this page