AC 18 (full plate)
HP 90 (12d8 + 36; bloodied 45)
Speed 30 ft.
Proficiency +3; Maneuver DC 14
Saving Throws Str +6, Con +6, Wis +5
Skills Athletics +6, Intimidation +6 (+1d6), Perception +5
Senses passive Perception 15
Languages Common, Goblin, Orcish
Aura of Anger. While Basyak is conscious, she and allies within 10 feet gain a +2 bonus to melee weapon damage. A creature can benefit from only one Aura of Anger at a time.
Bloodied Rage. While bloodied, Basyak gains resistance to all damage types, she has advantage on attack rolls , and attacks against her have advantage.
Magic Adept. Basyak knows the shocking grasp cantrip. In addition, once between long rests she can cast misty step . Her spellcasting ability for these spells is Charisma.
Mighty Attacks. When Basyak scores a critical hit with a melee weapon attack, she can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit.
ACTIONS
Multiattack. The warlord attacks twice.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) slashing damage.
Composite Bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 10 (3d6) poison damage.
Shocking Grasp (Cantrip; V, S). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
BONUS ACTIONS
Misty Step (2nd-Level; V). Basyak teleports to an unoccupied space she can see within 30 feet.
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.