Fused together from the remains of a dozen warriors and heavily imbued with vile necromancy, a Legion is truly worth their name. All but unstoppable in combat, a Legion rampages through any combatants who try to bar their way. Although they possess some remnants of their previous skills in life, they are filled with a vile and cruel spirit, and can hold a duel with a number of opponents at once.
LEGION Large undead, lawful evil Armour Class 18 Hit Points 153 (18d10 + 54) Speed 30ft. Str 20 (+5); Dex 17 (+3); Con 17 (+3); Int 9 (-1); Wis 9 (-1); Cha 7 (-2) Proficiency bonus +4 Skills Athletics +9, Perception +3 Damage Immunities poison Damage Resistances necrotic; piercing Condition Immunities blinded, exhaustion, poisoned Senses Darkvision 60ft., passive Perception 13 Languages understands Abyssal but can't speak Challenge 12 (8,400 XP) Many Reactions. When the legion takes a reaction, it is not prevented from making reactions until the start of its next turn. It can still only make one reaction on each other creature's turn. Sentinel. Creatures within 5 feet of the legion provoke opportunity attacks from the legion even if they take the Disengage action before leaving its reach. Unstoppable. The legion's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the legion's speed nor cause it to become paralyzed or restrained. The legion can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. We are many. The legion can see in every direction simultaneously, and cannot be surprised. When creatures would gain benefits from attacking it from multiple angles (such as if you are using the optional flanking rules), they do not gain those benefits. ACTIONS Multiattack. The legion can make eight longsword attacks, up to three against any individual Medium-sized creature or up to five against any individual Large-sized creature. Longsword. Melee weapon attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage. REACTIONS Deflect Missiles. The legion adds 2 to its AC against one ranged weapon attack that would hit it. To do so, the legion must be able to see its attacker and be wielding a melee weapon. Parry. The legion adds 2 to its AC against one melee attack that would hit it. To do so, the legion must be able to see its attacker and be wielding a melee weapon. Thicket of Blades. When a creature ends its movement within 5 feet of the legion, the legion can make a longsword attack against the creature. Also posted on Game Masters Stash on 16 December 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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