Infernal Warlord
Infernal Warlord
Like the Infernal Legionaries that serve under their command, Infernal Warlords were once celestials of the heavenly host. Most often, warlords came from the ranks of Archangels, with their specialty being a prowess for spiritual warfare. Like all fiends, the choice to fall from grace came with major changes for the Infernal Warlord. No longer gifted with the divine grace of celestial magic, the warlords now wield martial weapons of infernal design, and serve as generals in the ongoing war against Heaven. Infernal Warlords are skilled warriors in their own right, but their greatest strength lies in knowing when not to fight.
Combat Tips. Warlords often take up positions out of harm’s way to be able to call out instructions to their subordinates, and dole out punishment at range with their hand-held cannons. A warlord will only engage in direct hand-to-hand combat with the enemy as a last resort - or, occasionally, if persuaded to join combat through insults to its pride.
Infernal Warlord
Large Fiend, Lawful Evil
Armor Class: 19 (Infernal Plate)
Hit Points: 142 (15d10 + 60)
Speed: 40 ft., Hover 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 13 (+1) | 15 (+2) |
Saving Throws: Wis +5, Cha +6
Skills: Athletics +8, Intimidation +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, cold
Senses: darkvision 120 ft., passive perception 11
Languages: Infernal, Common
Challenge: 8 (3,900 XP) Proficiency: +4
Features
Devil’s Sight: Magical darkness does not impede the legionary’s darkvision.
Magic Weapons: The legionary’s weapon attacks are magical.
Actions
Multiattack: The Warlord makes two attacks, either with its greatsword or its Hellfire Pistol. It may substitute one or both of these attacks for a Command action.
Greatsword: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hellfire Pistol: Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 14 (4d6) fire damage and each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking half as much damage on a failure and no damage on a success.
Command: The Warlord targets a friendly creature within 60 feet. If the creature can hear it, it may use its reaction either to make one weapon attack or to move up to half its speed.
Reactions
Parry: The Warlord adds 5 to its AC against one attack that would hit it. To do so, the Warlord must see the attacker and be wielding a melee weapon.
Azrael's Guide to the Apocalypse, printed page 212.