Gen Legend



Zormolif Fjordirdarok

The Equinox Warlord

Orc: Urbanite

Fighter

True Neutral
Medium size
They
⚜️

Lvl: 3

💚

HP: 30

🛡️

AC: 15

🔆

Proficiency Bonus:
+2

🦾

STR: 15 +2

🥢

DEX: 14 +2

🫀

CON: 12 +1

🧩

INT: 12 +1

🦉

WIS: 11 +0

🎭

CHA: 10 +0

⭐️
Skills:

Athletics: +2
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2
Arcana: +3
History: +1
Investigation: +1
Nature: +1
Religion: +1
Animal Handling: +0
Insight: +2
Medicine: +0
Perception: +0
Survival: +2
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0

Passive Perception:

10
🎲
Saving Throws:

STR: +2
DEX: +4
CON: +1
INT: +1
WIS: +0
CHA: +1

📜

Languages:

Common
Goblin
Orc

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +4

Battleaxe: 1d10+2 Slashing.

Special Attack:

1 charge per day. Recharges at sunset.
Thunder Battleaxe: 2d10+2 Thunder.

🔮

SPELLCASTING: INT

Spell Save DC: 11

To hit: +3

Natural Spells:
1 use per day each:
Inflict Wounds
Compelled Duel:
Enchantment(Bonus Action)⟨Concentration⟨1 minute⟩-30 feet


You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.


The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Shield of Faith

Rechargable Spells:
Leadership:
Reaction.
(Recharges after a Short or Long Rest)
- V.
The Equinox Warlord can utter a special command or warning whenever another creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand The Equinox Warlord. A creature can benefit from only one Leadership die at a time. This effect ends if The Equinox Warlord is incapacitated.

👁️

Senses

Darkvision: 80ft.
Tremorsense: 5ft.
Truesight: 10ft.

🛟

Resistances

Immunities:

None

Resistances:

poison
thunder
bludgeoning, piercing, and slashing from nonmagical attacks


Vulnerabilities:

None


Protections:

Parry: The Equinox Warlord adds 2 to its AC against one melee attack that would hit it. To do so, The Equinox Warlord must see the attacker and be wielding a melee weapon.

🥊

Martial Habilities


Charge: If The Equinox Warlord moves at least15 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 2D6+2slashing damage. If the target is a creature, they must succeed on a DC 12 Strength saving throw orbe knocked prone

👑

Legendary

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 11.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Earthquake: The Equinox Warlord causes an earthquake in its lair. All other creature on the ground must succeed on a DC 11 Dexterity saving throw or be knocked prone.

🌋

Region

The Equinox Warlord has an effect on its domains that may include any of the following magical effects:
Beast Guardians: The beasts of The Equinox Warlord's domain instinctively rally to its defense, drawn by an unshakable nexus with the Orc. Beasts (appropiate to The Equinox Warlord) with an Intelligence score of 2 or lower will aggressively defend the territory from intruders, acting as loyal protectors.
If The Equinox Warlord dies, these effects dissipate during the next 12 days.

🏵️

Traits


I tend to assess my relationships in terms of profit and loss.
I feel most at peace during physical exertion, whether exercise or battle.

🏛️

Ideal

Growth. Lessons hide in victory and defeat

🪝

Plot Hook

I must ran twenty-five miles without stopping to warn my clan of an approaching horde.

📖

My Story