Skip to main content

Saladin

Challenge
Tags
str
14
dex
10
con
14
int
19
wis
14
cha
14

AC 19 (breastplate, heavy shield, fighting style)
HP 123 (19d8+38; bloodied 61)
Speed 30 ft. (60 ft. mounted)


Proficiency +4; Maneuver DC 14
Saving Throws Dex +4, Int +8
Skills Deception +6, History +8 (1d8), Insight +6 (1d8), Perception +6 (1d8), Persuasion +6 (1d8), Religion +8
Senses passive Perception 20
Languages Arabic, English, Kurdish


Action Surge (1/ short rest ). Once on his turn, Saladin can take an additional action on top of his regular action and a possible bonus action.

Fast Learner. After Saladin has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).

Indomitable (1/ long rest ). Saladin can reroll a saving throw that he fails but must use the new roll.

Sneak Attack (1/turn). Saladin deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Saladin that isn’t incapacitated and Saladin doesn’t have disadvantage on the attack roll.

Tactical Focal Point. Saladin selects a 10-foot square to be his tactical focal point as a bonus action or as part of the Attack action, choosing a Tactic to apply to it. This lasts until he cannot take actions or uses this feature again. Each time Saladin completes a long rest , he can swap one of these benefits for a different one: Area Clear, Cover the Flank, Phalanx Sidestep, Run Away!

Tactical Mastery (9/ long rest ). Saladin uses part of his Attack action or a bonus action to take mastery of the battlefield, granting it to himself and allies within his focal point by expending uses of this feature. A creature that is granted a use of Saladin’s Tactical Mastery can either regain 2d10 hit points when it is granted (any hit points greater than its maximum are temporary hit points) or use it to deal an extra 2d10 damage with an attack.

Tactician. Saladin is able to use the Help action to aid an ally attacking a creature as long as the target of the attack is able to see and hear Saladin and is within 30 feet of him.


SPECIAL TRAITS

Brilliant. Saladin always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.

Mounted Combat. When Saladin’s mount is attacked, he can make himself the target of that attack. In addition, he has advantage on melee attack rolls when his target is an unmounted creature smaller than his mount (usually any unmounted target of Medium size or smaller). Finally, when Saladin’s mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


ACTIONS

Extra Attack. Saladin attacks three times when he takes the Attack action.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Tactical Maneuver (4/ long rest ). Each time Saladin completes a long rest , he can swap one of these benefits (see page 7) for a different one (tactical DC 16): Coordinated Blows, Group Assault, Move to Flank.


BONUS ACTIONS

Cunning Action (1/turn). Saladin can use a bonus action to take the Dash, Disengage, Help, or Hide action.

Second Wind (1/ short rest ). On his turn, Saladin can use a bonus action to regain 1d10+11 hit points.


REACTIONS

Leading Example. When Saladin hits a creature with a weapon attack, until the end of his next turn the target of his attack has disadvantage on saving throws against his Tactical Maneuvers.

Uncanny Dodge. When an attacker Saladin can see hits him with an attack, Saladin can use his reaction to halve the attack’s damage against him.

Description

Watch out for quicksand and be ready to weather the dunes because we’re headed to medieval Egypt and what is today the Middle East for Saladin, one of history’s greatest generals.

There’s an abundance of history surrounding Saladin—well known for his chivalry, compassion, and generosity that I’m only going to touch upon here. A Sunni muslim of Kurdish ethnicity, this fellow led the war against the Crusader states rose to prominence to become vizier thanks to abundant military successes and the consequences of history (succeeding two others that might have ascended but died from natural causes or the blades of assassins).

Saladin ushered in new leadership with the caliphate, committing the country to the Sunni and the Abbasid Caliphate in Baghdad. He went on to beat back crusaders in Palestine, conquer Yemen, and quench insurrection in northern Egypt, then in 1174 he took Damascus without violence.

Within a year he finished taking most of the country of Syria, dubbed the “Sultan of Egypt and Syria”. In 1187 Saladin led his army to victory over the crusaders at the Battle of Hattin, taking Palestine and Jerusalem as his prize. Even today his behavior as a commander is notable, the stories of his respected camaraderie with his enemy Richard the Lionheart a shining example of honorable conduct amongst war.

Six years later he gave away his fortune to his subjects and died, buried in a mausoleum beside the Umayyad Mosque and leaving behind over a dozen sons.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.