Great Marshal
The Marshal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Marshal regains spent legendary actions at the start of its turn. Attack. The great Marshal makes a weapon attack. Command Ally. The Marshal targets one nonhostile creature it can see within 30 feet of it.
Armor Class 20 ( plate , shield )
Hit Points 650
Speed 40 ft.
Saving Throws Str +13, Dex +11, Con +12 Proficiency Bonus +5
Skills —
Damage Vulnerabilities —
Damage Resistances —
Damage Immunities cutting, forceful, piercing, non-silver attacks
Condition Immunities charmed , poisoned frightened
Senses passive Perception 10
Languages Common,elvish
Challenge 15 (13.000 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Great Marshal (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.