Mountain Dwarf Lord

Medium Humanoid

Armor Class 20

Hit Points 171 (18d8+90)

Speed walk +30

Challenge 14

STR
20
+5
DEX
12
+1
CON
20
+5
INT
12
+1
WIS
12
+1
CHA
16
+3

Saving Throws con +10, wis +6

Skills history +6, athletics +10, perception +6

Condition Immunities frightened

Senses passive Perception 18

Languages any two

Special Abilities

Magic Resistance. The knight captain has advantage on saving throws against spells and magical effects.

Superior Heavy Armor Master. While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.

Actions

Multiattack. The mountain dwarf lord attacks four times with their battleaxe.

Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.

Composite Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Command the Attack (1/Day). The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage.

Knightly Inspiration (1/Day). The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight captain cannot target themselves.

Reactions

Shield Block. When a creature attacks the mountain dwarf lord or a target within 5 feet, the mountain dwarf lord imposes disadvantage on that attack. To do so, the mountain dwarf lord must see the attacker and be wielding a shield.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open