Tribal Chief

Small or Medium humanoid (any race), any alignment

Armor Class 15 (breastplate)
Hit Points 88 (16d8 + 16)
Speed 30 ft.

Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Wis +6, Cha +7
Skills History +5, Investigation +5, Insight +6, Persuasion +7
Senses passive Perception 16
Languages any two languages
Challenge 3 (700 XP)

Special Traits

  • Preternatural Preparation. “I knew you would try something like this.” Tribal chiefs always know when to have fellow tribe members nearby. Once per day, as a bonus action, a chief can summon 3d6 + 2 tribal warriors, 1d6 scouts, and 1d4 druids to defend them.

Actions

  • Leadership. (Recharges after a Short or Long Rest). For 1 minute, a chief can utter a special command or warning whenever a nonhostile creature that they can see within 30 feet of them makes an attack roll or saving throw. That creature can add 1d4 to its roll provided it can hear and understand the matron. A creature can benefit from only one Leadership die at a time. This effect ends if the chief is incapacitated.
  • Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Reactions

  • Parry. The chief adds 2 to their AC against one melee attack that would hit them. To do so, the chief must see the attacker and be wielding a melee weapon.
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Frostlands of Fenrilik © 2020 Travis Legge

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