Geozard Chief (5e Creature)
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Medium humanoid (zora), any alignment
Amphibious. The geozard can breathe air and water.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the geozard can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the geozard. A creature can benefit from only one Leadership die at a time. The effect ends if the geozard is incapacitated.
Multiattack. The geozard makes three attacks, and can substitute casting fire bolt for any of these attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used in two hands.
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Fire Breath (Recharge 5-6). The geozard exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Parry. The geozard adds 2 to its AC against one melee attack that would hit it. To do so, the geozard must see the attacker and be wielding a melee weapon.
This is a leader among geozards who has earned its place through strength in battle. One is usually of slightly greater size than its peers, and often has a brighter coloration that makes it stand out visually.
- Zora, the race to which this creature belongs
- River zora, the subrace to which this creature belongs; a more common river zora that relies more on ranged ambush attacks than melee combat
- Geozard, the kind of warrior usually lead by a geozard chief
- Geru Swampfighter, another formidable amphibious warrior