Medium
Humanoid
CR 11
Lawful Neutral
High Marshal Brennok
Veteran Conspirator
Brennok is a battle-hardened commander whose face is a map of sieges and court intrigues. Where other warlords rage for glory, he calculates every movement like a campaign of chess — and when the polity around him decays, he will topple crowns to save the realm. He moves with the certainty of a man who has ordered a thousand deaths and a thousand betrayals, and his quiet glare can still an entire regiment. When he speaks, captains fall in line and enemies reconsider whether a war is worth a ruler who cannot be trusted.
Armour
18
plate armor
Hit points
204
24d8+96
Speed
30ft
Challenge
11
7,200 XP
STR
20
+5
DEX
12
+1
CON
18
+4
INT
14
+2
WIS
16
+3
CHA
18
+4
Saving throws
STR +9, CON +8, WIS +7, CHA +8
Skills
Athletics +9, Intimidation +8, History +6
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Draconic
Multiattack. The marshal makes two greatsword attacks and can use Commanding Order if available.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+5) slashing damage.
Commanding Order (Recharge 5-6). Brennok raises his voice and issues a precise tactical command. Each creature of his choice that he can see within 30 feet must make a DC 16 Wisdom saving throw. On a failure, an enemy is stunned until the end of its next turn as Brennok's presence and orders disrupt its ability to act. On a success, an enemy is frightened until the end of its next turn. Allies of Brennok in the area gain advantage on their next attack roll before the end of Brennok's next turn.
Calculated Strike. When Brennok hits a creature with a greatsword attack, he can choose to forgo dealing 7 (2d6) of that attack's damage to instead grant an ally within 30 feet who can see him an immediate reaction attack against that creature. If the ally hits, they add +4 to the attack's damage roll.
Intercepting Parry. When Brennok is hit by a melee attack, he can add +4 to his AC against that attack, potentially causing the attack to miss. If the attack still hits, reduce the damage by 7 (2d6).
The creature can take 3 legendary actions per round, choosing from the options below.
Legendary Actions (3 per round). Brennok can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Brennok regains spent legendary actions at the start of his turn.
Attack. Brennok makes one greatsword attack. (Costs 1 action)
Swift March. Brennok moves up to half his speed without provoking opportunity attacks. (Costs 1 action)
Rally (2 actions). Brennok shouts a terse order. One ally of his choice within 30 feet gains 18 temporary hit points and advantage on its next attack roll before the end of Brennok's next turn.
High Marshal Brennok rose through the ranks of the Unified Host during the Border Wars, earning his title at the head of a battered legion that turned a rout into a campaign. In peacetime he returned to a court that prized lineage over merit; ministers bickered and princes squandered treasure while the borders frayed. Brennok watched treaties unravel and frontier garrisons starve, and he concluded the realm would die under an emperor who trusted nobles more than strategy. He now plots with a small circle of conspirators — the Iron Ledger, a cabal of veterans, quartermasters, and one disillusioned spymaster named Meren of the Westmarch — to stage a coup subtle enough to avoid civil collapse. Scholars of modern orders, such as Professor Ilse Varn of the Collegium Arbiters, argue Brennok is either a patriot or the most dangerous tyrant in waiting. Brigands, frontier captains, and haunted citadels tell stories of his midnight councils in the old armory beneath Castell Hollow; the Marshal prefers to move like a shadow, leaving the city to guess whether they should fear him or follow.
An aging human male in full, well-worn plate: the breastplate is scarred by pike and bullet, edges hammered flat from decades of care; a heavy, two-handed greatsword hangs at his hip, its pommel dented and inscribed with campaign marks. His hair is cropped close and threaded with gray; a long, ragged scar runs from temple to jaw. Deep-set eyes are the pale blue of winter sky. He keeps a trimmed military beard and an iron ring with the Unified Host’s crossed standards. His gauntlets are slightly oversized from years of wear, with visible stitching where leather was replaced. Surviving banners and medals are practical—no ostentation—but he carries a folded map tube and a small brass spyglass on his belt. Scale reference: stands slightly taller than a typical human (about 6'2"), often depicted leaning against a war table or framed in a doorway to a war room lit by a single candle.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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