Chief, of the Lake Tribe
Chief, of the Lake Tribe CR: 12
STR
20 +5
DEX
16 +3
CON
18 +4
INT
12 +1
WIS
12 +1
CHA
18 +4
Firbolg Magic (1/Day each). Chief can cast Detect Magic and Disguise Self, using Wisdom as his spellcasting ability for them. When he use this version of disguise self, he can seem up to 3 feet shorter than normal. Melora's Devotee (1/Day). Chief can cast Hunter's Mark with this trait, without requiring concentration. Wisdom is his spellcasting ability for this spell. Melora's Votary (1/Day). Chief can cast Plant Growth with this trait. Wisdom is his spellcasting ability for this spell.
Indomitable (3/Day). Chief can reroll a saving throw it fails. He must use the new roll. Powerful Build. Chief counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift. Speech of Beast and Leaf. Chief has the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of his words, though he has no special ability to understand them in return. He has advantage on all Charisma checks made to influence them. Survivor. Chief regains 10 hit points at the start of his turn if he has fewer than half his hit points but at least 1 hit point.
Actions
Multiattack. Chief makes two Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 2D6+5 slashing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320ft., one target. Hit: 1D6+3 piercing damage. BONUS ACTIONS Hidden Step (4/Day). Chief magically turns invisible until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw.
Legendary Actions
Chief can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Chief regains spent legendary actions at the start of his turn. Command Ally. Chief targets one ally he can see within 30 feet. If the target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll. Weapon Attack. Chief makes one Greatsword or Shortbow attack. Frighten Foe (Costs 2 Actions). Chief targets one creature he can see within 30 feet. If the target can see and hear him, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Chief's next turn.
Remove these ads. Join the Worldbuilders Guild
Comments