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 an

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Great Marshal

Medium humanoid (elf), neutral good

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.

STR
26 (+8)
DEX
22 (+6)
CON
24 (+7)
INT
17 (+3)
WIS
16 (+3)
CHA
18 (+4)

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)

No special abilities.

Actions

Broadsword. Melee Weapon Attack: +13 to hit, reach 5 ft.

Reactions

None.


⚠️ 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.

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