Barbarian
Barbarian Grunt CR 1/2 Medium humanoid (any race), chaotic neutral (or any alignment) Armor Class 14 (Unarmored Defense) Hit Points 15 (2d12 + 2) Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 10 (+0) CHA 10 (+0)
Saving Throws Str +5, Con +3 Skills Animal Handling +2, Survival +2 Damage Resistances Bludgeoning, Piercing, Slashing (while raging) Senses passive Perception 10 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2
Traits
- Rage (2/day). As a bonus action, the barbarian grunt can enter a rage for 1 minute. While raging, it gains advantage on Strength checks and Strength saving throws, deals an extra 2 damage on weapon attacks (included in the attack), and has resistance to bludgeoning, piercing, and slashing damage. The rage ends early if the barbarian grunt is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature or taken damage since its last turn. It can also end its rage as a bonus action.
- Unarmored Defense. While not wearing armor, the barbarian grunt's AC equals 10 + its Dexterity modifier + its Constitution modifier. It can still use a shield and gain this benefit.
Actions
- Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage (includes rage damage if raging).
- Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Barbarian Skirmisher any alignment Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 16
Languages Common, plus one other language Challenge 1 (200 XP) Proficiency Bonus +2
Traits
- Aggressive (Optional). As a bonus action, the skirmisher can move up to its speed toward a hostile creature that it can see.
- Cunning Action. On each of its turns, the skirmisher can use a bonus action to take the Dash, Disengage, or Hide action.
- Sneak Attack (1/Turn). The skirmisher deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skirmisher that isn't incapacitated and the skirmisher doesn't have disadvantage on the attack roll.
Actions
- Multiattack. The skirmisher makes two
melee attacks. - Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Barbarian Berserker
CR 2 Medium humanoid (any race), any chaotic alignment Armor Class 13 (Hide Armor) Hit Points 67 (9d8 + 27) Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2
Traits
- Aggressive. As a bonus action, the berserker can move up to its speed toward a hostile creature that it can see.
- Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
- Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Barbarian Shaman
CR 2 Medium humanoid (any race), chaotic evil Armor Class 13 (Hide Armor) Hit Points 45 (6d8 + 18) Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)
Skills Intimidation +3, Religion +1 Senses passive Perception 11 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2
Traits
- Aggressive. As a bonus action, the shaman can move up to its speed toward a hostile creature that it can see.
- Primal Fury (Optional). The shaman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
- Spellcasting. The shaman is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The shaman has the following spells prepared:
- Cantrips (at-will): guidance, resistance, thaumaturgy
- 1st level (4 slots): bane, command, faerie fire
- 2nd level (2 slots): enhance ability, spiritual weapon (club/staff)
Actions
- Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands.
Barbarian Champion Armor Class 16 (Chain Mail) Hit Points 52 (8d8 + 16) Speed 30 ft.
STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2) Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2
Traits
- Aggressive. As a bonus action, the champion can move up to its speed toward a hostile creature that it can see.
- Brave. The champion has advantage on saving throws against being frightened.
Actions
- Multiattack. The champion makes two melee attacks.
- Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Javelin. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1d6) piercing damage.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the champion can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the champion. A creature can benefit from only one Leadership die at a time. This effect ends if the champion is incapacitated.
Reactions
- Parry. The champion adds 2 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.
Barbarian Veteran
Armor Class 17 (Splint) Hit Points 58 (9d8 + 18) Speed 30 ft. STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2
Traits
- Aggressive. As a bonus action, the veteran can move up to its speed toward a hostile creature that it can see.
Actions
- Multiattack. The veteran makes two greataxe attacks. If it has a javelin drawn, it can also make a javelin attack.
- Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
- Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Barbarian Elite Warrior Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Common, plus one other language Challenge 5 (1800 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the elite warrior can move up to its speed toward a hostile creature that it can see.
Actions
- Multiattack. The elite warrior makes two greataxe attacks.
- Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4 plus 1d8) slashing damage.
- Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
- Parry. The elite warrior adds 3 to its AC against one melee attack that would hit it. To do so, the elite warrior must see the attacker and be wielding a melee weapon.
Barbarian High Shaman Armor Class 13 (hide armor) Hit Points 97 (13d8 + 39) Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
Skills Perception +9, Religion +6 Senses darkvision 60 ft., passive Perception 19 Languages Common, plus one other language Challenge 6 (2300 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the high shaman can move up to its speed toward a hostile creature that it can see.
- Primal Fury (Optional). The high shaman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
- Spellcasting. The high shaman is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The high shaman has the following shamanistic spells prepared:
- Cantrips (at will): guidance, sacred flame, thaumaturgy, primal savagery
- 1st level (4 slots): bane, cure wounds, detect magic, speak with animals
- 2nd level (3 slots): hold person, spiritual weapon, web
- 3rd level (3 slots): spirit guardians, dispel magic, call lightning
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): insect plague, scrying
Actions
- Multiattack. The high shaman makes two melee attacks.
- War Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
- Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Barbarian Assassin Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, plus one other language, Thieves' cant Challenge 8 (3900 XP) Proficiency Bonus +3
Traits
- Aggressive (Optional). As a bonus action, the assassin can move up to its speed toward a hostile creature that it can see.
- Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
- Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage,
the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
- Multiattack. The assassin makes two shortsword attacks.
- Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
- Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Barbarian Warlord Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)
Saving Throws Int +5, Wis +3, Cha +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, plus one other language Challenge 6 (2300 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the warlord can move up to its speed toward a hostile creature that it can see.
- Martial Advantage. Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the warlord that isn't incapacitated.
Actions
- Multiattack. The warlord makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
- Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
- Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
- Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Leadership (Recharges after a Short or Long Rest). For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.
Reactions
- Parry. The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker
and be wielding a melee weapon.
Barbarian Juggernaut Armor Class 16 (studded leather) Hit Points 153 (18d8 + 72) Speed 30 ft.
STR 18 (+4) DEX 15 (+2) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
Saving Throws Str +8, Con +8
Skills Athletics +8 Senses passive Perception 11 Languages Common, plus one other language Challenge 9 (5,000 XP) Proficiency Bonus +4
Traits
- Aggressive. As a bonus action, the juggernaut can move up to its speed toward a hostile creature that it can see.
- Indomitable (2/Day). The juggernaut can reroll a saving throw that it fails. It must use the new roll.
Actions
- Multiattack. The juggernaut makes three melee attacks or two ranged attacks.
- Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
- Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Reactions
- Parry. The juggernaut adds 4 to its AC against one melee attack that would hit it. To do so, the juggernaut must see the attacker and be wielding a melee weapon.
Barbarian Beastmaster Armor Class 16 (hide armor) Hit Points 132 (12d8 + 72) Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 12 (+1) WIS 17 (+3) CHA 15 (+2)
Saving Throws Con +9, Wis +7 Skills Animal Handling +7, Nature +5, Perception +7, Survival +7 Senses passive Perception 17 Languages Common, Druidic, Elvish, Sylvan Challenge 9 (5,000 XP) Proficiency Bonus +4
Traits
- Aggressive. As a bonus action, the beastmaster can move up to its speed toward a hostile creature that it can see.
- Spellcasting. The beastmaster is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The beastmaster has the following druid spells prepared:
- Cantrips (at will): guidance, primal savagery, resistance, shillelagh
- 1st level (4 slots): cure wounds, entangle, speak with animals
- 2nd level (3 slots): animal messenger, barkskin
- 3rd level (3 slots): conjure animals, protection from energy
- 4th level (3 slots): dominate beast, grasping vine
- 5th level (2 slots): mass cure wounds, tree stride
Actions
- Multiattack. The beastmaster makes two attacks with its war staff.
- War Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.
- Call Beast (1/Day). The beastmaster magically calls an animal to its aid. The animal appears in an unoccupied space within 30 feet of the beastmaster. It uses the statistics of a beast of challenge rating 2 or lower that is appropriate for the terrain. It remains for 1 hour, until the beastmaster dismisses it as a bonus action, or until the beastmaster dies.
Barbarian Marauder CR 6 Armor Class 14 (hide armor) Hit Points 114 (12d10 + 48) Speed 40 ft
STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Skills Athletics +7, Survival +4 Senses passive Perception 11 Languages Common, Giant Challenge 6 (2,300 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the marauder can move up to its speed toward a hostile creature that it can see.
- Reckless. At the start of its turn, the marauder can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
- Multiattack. The marauder makes two attacks with its greataxe.
- Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) slashing damage.
- Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Barbarian Ravager neutral Armor Class 13 Hit Points 136 (16d8 + 64) Speed 30 ft.
STR 18 (+4) DEX 13 (+1) CON 18 (+4) INT 10 (+0) WIS 16 (+3) CHA 12 (+1)
Saving Throws Wis +6
Skills Athletics +7, Intimidation +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, plus any languages known in life Challenge 5 (1,800 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the ravager can move up to its speed toward a hostile creature that it can see.
- Regeneration. The ravager regains 10 hit points at the start of its turn if it has at least 1 hit point.
- Relentless Hunter. The ravager knows the distance to and direction of its target. If the target dies, the ravager knows.
Actions
- Multiattack. The ravager makes two melee attacks.
- Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage.
- Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Barbarian Tyrant (Adapted from Monster Tyrannosaurus Rex) CR 8 Huge humanoid (any race), chaotic evil Armor Class 13 (natural armor) Hit Points 136 (13d12 + 52) Speed 50 ft. STR 25 (+7) DEX 10 (+0) CON 19 (+4) INT 2 (-4) WIS 12 (+1) CHA 9 (-1) Skills Perception +4 Senses passive Perception 14 Languages None Challenge 8 (3,900 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the tyrant can move up to its speed toward a hostile creature that it can see.
- Frenzy. The tyrant can make one bite attack as a bonus action.
Actions
- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrant can't bite another target.
Barbarian Behemoth CR 7 Armor Class 17 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.
STR 23 (+6) DEX 9 (-1) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 9 (-1)
Saving Throws Con +7, Wis +4 Skills Athletics +9, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 7 (2,900 XP) Proficiency Bonus +3
Traits
- Aggressive. As a bonus action, the behemoth can move up to its speed toward a hostile creature that it can see.
Actions
- Multiattack. The behemoth makes two melee attacks.
- Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
- Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Barbarian Soulrender (Adapted from Monster Chosen Shaman) CR 18 Medium humanoid (any race), chaotic evil Armor Class 15 Hit Points 240 (32d8 + 96) Speed 30 ft. STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4) Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Intimidation +11 Senses darkvision 60 ft., passive Perception 18 Languages Common, plus one other language Challenge 18 (20000 XP) Proficiency Bonus +6
Traits
- Aggressive. As a bonus action, the soulrender can move up to its speed toward a hostile creature that it can see.
- Primal Fury (Optional). The soulrender deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
Actions
- Multiattack. The soulrender makes two Greataxe attacks and uses Primal Burst.
- Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5 plus 1d8) slashing damage.
- Primal Burst (Recharge 5–6). The soulrender creates a burst of raw elemental energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) thunder or lightning damage (soulrender's choice) on a failed save, or half as much damage on a successful one.
- Spellcasting. The soulrender is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The soulrender has the following shamanistic spells prepared:
- Cantrips (at will): druidcraft, fire bolt, poison spray, primal savagery, thaumaturgy
- 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
- 2nd level (3 slots): barkskin, spiritual weapon, web
- 3rd level (3 slots): call lightning, conjure animals, dispel magic
- 4th level (3 slots): blight, dominate beast, freedom of movement
- 5th level (3 slots): conjure elemental, insect plague, scrying
- 6th level (1 slot): flesh to stone, sunbeam
- 7th level (1 slot): fire storm, regenerate
- 8th level (1 slot): earthquake, tsunami
- 9th level (1 slot): storm of vengeance
Reactions
- Protective Call (3/Day). When another creature attacks a creature within 30 feet of the soulrender, the soulrender can use its reaction to impose disadvantage on the attack roll.
Barbarian Overlord CR 20 Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft.
STR 22 (+6) DEX 18 (+4) CON 20 (+5) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
Saving Throws Con +11, Wis +11, Cha +12
Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 21 Languages Common, plus one other language, Giant Challenge 20 (25000 XP) Proficiency Bonus +6
Traits
- Aggressive. As a bonus action, the overlord can move up to its speed toward a hostile creature that it can see.
- Primal Fury (Optional). The overlord deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
- Reckless. At the start of its turn, the overlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
- Multiattack. The overlord makes two attacks with its Magic Greataxe or Rod of Domination. It can also use Savage Roar.
- Magic Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 6 plus 1d8) slashing damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
- Rod of Domination. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be charmed by the grand warlord for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Savage Roar (2/Day). The overlord emits a terrifying roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the overlord's Savage Roar for the next 24 hours.
Bonus Actions
- Warlord's Command (Recharge 4-6). The overlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
- Summon Warband (1/Day). The overlord magically summons 1d4 + 1 Barbarian War Chiefs (or similar Tier 2 barbarian-type leaders) or 1 Barbarian High Shaman. The summoned creatures appear in unoccupied spaces within 60 feet of the overlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
Legendary Actions The overlord 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 overlord regains spent legendary actions at the start of its turn.
- Command Ally. The overlord targets one ally it can see within 30 feet of it. If the target can hear and understand the overlord, it can use its reaction to make one weapon attack.
- Axe Attack. The overlord makes one Magic Greataxe attack.
- Rally (Costs 2 Actions). The overlord chooses up to three allies within 30 feet of it. Each target gains 10 (3d6) temporary hit points.