Keldon Warlord
The Kelds are a powerful, war-loving culture, full of barbarian warriors and flame-worshipping battle-priests. In these ranks of fighters there are a special elite, capable of inspiring courage and confidence in those who run behind them while they lead the charge in battle.
Power from Leadership A Keldon warlord is dedicated to the thrill of battle, which comes second only to their desire to protect their people. A true Keldon warlord draws strength from the vigor of their allies, working in tandem with those must trusted to them. From the devotion of their allies, the warlord draws strength of body.
Fiery Blows For the warlords of Keld, the fire magic of their priests take a secondary role to their battle tactics. A warlord carries with them weapons enchanted with magical fire, created by the flame-priests for their use. Beyond their armaments, a warlord relies only on their brute strength, which they have in spades. The warlord normally rushes in as quickly as possible, launching fiery missiles from their sling before they can get up close to swing with their flaming blades. Despite their desire to rush in as quickly as possible, a Keldon warlord still never strays too far from their allies, their most significant source of strength.
Unconventional Weapons A Keldon warlord is traditionally armed with a longsword and sling, both enchanted with magic that causes them to blaze with fire. But some warlords eschew even this magical gear, believing the reliance on magic slows them down in battle. Instead, they use the natural resources available to them to craft strange weapons which only they know how to use in battle. These weapons vary in form and function, but many call upon the fire of the homeland of Keld, while others are reminiscent of the jagged peaks of the same mountainous island.
Keldon Weaponry When a Keldon warlord chooses to forego the standard weaponry provided to them by the flame-priests, they instead use special weapons designed generations ago by the forefathers of Keld, many of which have fallen out of favor as magical weaponry has come to prominence. A Keldon warlord may replace their longsword and their sling with the Keldon Shatteraxe and the Keldon Spikebomb, respectively. Both of these weapons require specialized training to be used proficiently by an outsider not native to Keld.
Keldon Shatteraxe 10 GP, 1d8 slashing, 3 lb. Reach, Versatile (1d10)
Keldon Spikebomb 2 SP, 1/2 lb. Special (When the spikebomb strikes a target, it explodes, forcing the target and each other creature within 5 feet to make a DC 10 dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a success.)
Keldon Warlord
The Kelds are a powerful, war-loving culture, full of barbarian warriors and flame-worshipping battle-priests. In these ranks of fighters there are a special elite, capable of inspiring courage and confidence in those who run behind them while they lead the charge in battle.
Armor Class | 17 (chain shirt) | ||
---|---|---|---|
Hit Points | 13d8+26 | ||
Speed | 30 ft. | ||
Strength | 17 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 15 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 12 (+1) | ||
Saving Throws | Wisdom d20+3 | ||
Skills | Intimidation d20+4 | Survival d20+3 | |
Senses | Passive Perception 10 | ||
Languages | Common | Keldan | |
Challenge | 6 (2300 XP) | ||
Special 1 | Aggressive | As a bonus action, the warlord can move up to half its speed | toward a hostile creature that it can see |
Special 2 | Brute | The warlord deals an extra die of damage with melee weapon attacks (included in the attack.) | |
Special 3 | Pack Tactics | The warlord has an advantage on an attack roll against | a creature if at least one of the warlord's allies |
is within 5 feet of the creature and the ally isn't incapacitated | |||
Action 1 | Multiattack | The warlord makes two attacks in any | combination with its longsword and its sling |
Action 2 | Longsword | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8+3 slashing damage, | plus 2d6 fire damage | |
Action 3 | Sling | Ranged Weapon Attack | d20+5 to hit |
Range 30/120 ft., one target | Hit 1d4+2 bludgeoning damage, | plus 1d6 fire damage, | and the target must succeed on |
a DC 13 Constitution saving throw or | be blinded until the end of their next turn | ||
Reaction | 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 |
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