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General George Washington

Medium humanoid (human), fighter (warlord) 16

Armor Class 16 (studded leather, fighting style)
Hit Points 136 (16d10+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Str +6, Con +8
Skills Athletics +6, Insight +7, Perception +7, Persuasion +9, Survival +7
Senses passive Perception 17
Languages English, Latin
Challenge 8 (3,900 XP)

Special Traits

  • Action Surge (1/short Rest). Once on his turn, George can take an additional action on top of his regular action and a possible bonus action.
  • Commanded Movement. Instead of moving on his turn, George can choose up to 3 allies able to hear him. These allies move up to half their Speed. An ally that cannot take actions cannot benefit from this feature.
  • Indomitable (2/long Rest). George can reroll a saving throw that he fails but must use the new roll.
  • Leading Example. When George hits a creature with a weapon attack, until the end of his next turn the target of his attack has disadvantage on saving throws against his Tactical Maneuvers.
  • Second Wind (1/short Rest). On his turn, George can use a bonus action to regain 1d10+16 hit points.
  • Tactical Focal Point. George selects a 10-foot square to be his tactical focal point as a bonus action or as part of the Attack action, choosing a Tactic to apply to it (see page 8). This lasts until he cannot take actions or uses this feature again. Each time George completes a long rest, he can swap one of these benefits for a different one: Area Clear, Cover the Flank, Phalanx Sidestep, Run Away!
  • Tactical Mastery (16/long Rest). George uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of George’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.
  • Diplomatic. George can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as George remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. George automatically fails on the check if he or his companions are fighting the target.
  • Leader’s Words. When George spends 10 minutes speaking inspirationally, he can choose up to 6 friendly creatures (including himself if he likes) within 30 feet that can hear and understand him. Each creature gains 20 temporary hit points but cannot gain more temporary hit points from this feature until after they have completed a long rest.

Actions

  • Multiattack. George attacks three times when he takes the Attack action.
  • Saber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
  • Musket. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 9 (1d12+3) piercing damage.
  • Tactical Maneuver (6/long Rest). Each time George completes a long rest, he can swap one of these benefits (see page 8) for a different one (tactical DC 15): Confounding Maneuvering, Group Assault, Move to Flank.
Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com