# [[Commander of Horn and Gold]] ```statblock name: Commander of Horn and Gold size: Medium type: fey alignment: lawful neutral ac: 18 (plate) hp: 153 hit_dice: 18d8+72 speed: 40 ft. stats: [22, 14, 18, 16, 17, 16] saves: - Dex: 7 - Wis: 8 - Cha: 8 skillsaves: - Athletics: 11 - Perception: 8 - Persuasion: 8 - Stealth: 7 damage_resistances: bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons damage_immunities: cold, necrotic condition_immunities: charmed, frightened senses: truesight 120 ft., passive Perception 18 languages: Common, Draconic, Goblin, Umbral cr: 15 traits: - [Legendary Resistance (3/Day), If the commander fails a saving throw, he can choose to succeed instead.] - [Magic Resistance, The commander has advantage on saving throws against spells and other magical effects.] - [Overpowering Charge (1/Turn), If the commander or his mount moves at least 20 feet straight toward a creature and then the commander hits it with a melee attack on the same turn, the target must succeed on a DC 19 Strength saving throw or be knocked prone.] actions: - [Multiattack, The commander makes three melee attacks or two ranged attacks.] - [Shadowsteel Spear, Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) cold damage. If the target is a creature, its speed is reduced by 10 feet until the end of its next turn.] - [Drakefang Dart, Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 13 (2d6 + 6) necrotic damage. If the target is a creature, it can’t regain hit points until the start of the commander’s next turn.] - [Shadow Slip, If he is not in direct sunlight, the commander magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.] - [Summon Drake (1/Day), The commander magically summons a wyvern or an elder shadow drake (Tome of Beasts p. 153). The drake appears in an unoccupied space within 30 feet of the commander, acts as an ally of the commander, and willingly serves as his mount. It acts during the commander’s turn and obeys his verbal commands. It remains for 1 hour, until the commander dies, or until the commander dismisses it as an action.] legendary_actions: - [The commander can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The commander regains spent legendary actions at the start of his turn.] - [Strike, The commander makes one melee or ranged attack.] - [Shadow Dash (Costs 2 Actions), The commander uses Shadow Slip and can make one melee attack after he teleports, if a target is within range. If he does so, he has advantage on the attack roll.] - [One with Shadow (Costs 3 Actions), The commander becomes shadowy and insubstantial until the start of his next turn. For the duration, attack rolls against him have disadvantage, and he has advantage on Dexterity saving throws.] reactions: - [Parry, The commander adds 5 to his AC against one attack that would hit him. To do so, the commander must see the attacker and be wielding a melee weapon.] ```