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
Common
Goblin
Orc
Walk: 30ft.
Battleaxe: 1d10+2 Slashing.
Darkvision: 80ft.
Tremorsense: 5ft.
Truesight: 10ft.
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
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.
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.
I tend to assess my relationships in terms of profit and loss.
I feel most at peace during physical exertion, whether exercise or battle.
Growth. Lessons hide in victory and defeat
I must ran twenty-five miles without stopping to warn my clan of an approaching horde.