Ram Torf, Leader of the Armies of Gulg Medium humanoid (human), lawful neutral
Armor Class: 18 (half plate armor, shield) Hit Points: 180 (20d8 + 100) Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA | |
---|---|---|---|---|---|---|
Saving Throws | +8 | +4 | +9 | +5 | +7 | +8 |
Skills | Athletics +8, Intimidation +8, Perception +7 | |||||
Senses | Passive Perception 17 | |||||
Languages | Common | |||||
Challenge | 12 (8,400 XP) |
Brave. Ram Torf has advantage on saving throws against being frightened.
Indomitable (3/Day). Ram Torf can reroll a saving throw he fails. He must use the new roll.
Actions Multiattack. Ram Torf makes two longsword attacks or two longbow attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 4) piercing damage.
Commanding Presence (Recharge 5-6). Ram Torf can use a bonus action to bolster the resolve of his allies. Each creature of his choice within 30 feet of him gains advantage on their next saving throw and adds +3 to the result.
Inspiring Rally (2/Day). Ram Torf can use a bonus action to grant temporary hit points to creatures of his choice within 30 feet. Each creature gains 20 temporary hit points.
Leadership Presence. Friendly creatures within 30 feet of Ram Torf gain a +2 bonus to their attack rolls and saving throws.
Legendary Actions Ram Torf 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. Ram Torf regains spent legendary actions at the start of his turn.
Move. Ram Torf moves up to his speed without provoking opportunity attacks.
Command. Ram Torf uses his Commanding Presence or Inspiring Rally.
Parry. Ram Torf adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.