Marrok Veyrn

Medium

Humanoid

CR 11

Lawful Neutral

Marrok Veyrn

Veteran Usurper

Marrok Veyrn is a battle-scarred general who seems to take up half the room with a hawkish glare and a coat of battered ceremonial armor. He directs the flow of combat the way he has directed wars for decades — not by brute force alone but by dictating every beat of the battlefield. What makes him terrifying is his strategic mind turned inward toward political revolution: he can break a battle line, then break a court. Allies fight better in his presence and enemies find themselves outmaneuvered and demoralized before a single sword is stained.

Stat block

Armour

18

breastplate and tactical parry

Hit points

187

22d8+88

Speed

30ft

Challenge

11

7,200 XP

STR

18

+4

DEX

14

+2

CON

18

+4

INT

14

+2

WIS

16

+3

CHA

16

+3

Saving throws

STR +8, CON +8, WIS +7, CHA +7

Skills

History +8, Intimidation +10, Persuasion +9, Tactics (special) +11

Senses

darkvision 60 ft., passive Perception 13

Languages

Common, understands several regional military dialects but speaks sparingly

Actions

Multiattack. The general makes two Longsword attacks and may use a Commanding Strike in place of one attack.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) slashing damage if used with two hands.

Commanding Strike (replaces one attack). The general forgoes an attack and shouts an order. One ally of his choice within 30 feet that can hear him can immediately use its reaction to make one weapon attack. If the ally hits, the attack deals an extra 7 (2d6) damage.

Rallying Cry. The general raises his voice. Each friendly creature of his choice within 30 feet that can hear him regains 17 (3d8+4) hit points and gains advantage on its next attack roll. Once used, this feature can't be used again until the general finishes a short or long rest.

Tactical Gambit (Recharge 5-6). The general speaks a precise tactical command. Up to three creatures of his choice within 60 feet that can hear him must succeed on a DC 15 Wisdom saving throw or be stunned until the end of their next turn as they attempt to obey contradictory orders; creatures that succeed are instead frightened until the end of their next turn as the general's deceptive maneuvers unnerve them. Allies chosen instead gain advantage on attacks and saving throws until the end of their next turn.

Reactions

Parry. When a creature the general can see hits him with a melee attack, he adds +3 to his AC against that attack, potentially causing the attack to miss. He must see the attacker and use this reaction before knowing the attack's result.

Riposte. If a creature misses the general with a melee attack, the general can make one Longsword attack against that creature as part of the same reaction.

Legendary actions

The creature can take 3 legendary actions per round, choosing from the options below.

Move. The general moves up to his speed without provoking opportunity attacks.

Order (Costs 2 Actions). The general commands an ally he can see within 30 feet to strike; that ally immediately makes one weapon attack.

Field Repair (Costs 3 Actions). The general spends a moment reorganizing. Up to two allies within 30 feet regain 10 (3d6) hit points and remove one condition (blinded, deafened, or poisoned).

Lore

Marrok Veyrn rose through the meritocratic Field Legions of the Veyrnate Marches, earning the surname of his home province and a reputation for turning impossible retreats into tactical victories. Rumors tell of the winter campaign where Marrok held a mountain pass with a single regiment while the Emperor's courtiers argued over pay — a victory that cost him the closest friends he ever had. The years sharpened his discipline and dulled his trust; where courts offered flattery and backstabbing, Marrok found only decay that threatened the country he had bled for. Whispered councils in taverns and barracks now speak of a conspiracy between Marrok and Captain Hellebryn of the Iron Keep, a compact fraternity of officers sworn to a clandestine coup called the Second Alignment. Scholars like Archivist Lorm of the Atreneus Library argue Marrok's aims are patriotic; others, such as the imperial spymaster known only as Ragel, claim he seeks personal dominion. Marrok's forces prefer to strike at garrison strongpoints and cut radio nets (or courier routes) before the court can respond, and many common folk, fed up with corrupt taxes and empty pageantry, secretly cheer when a column bearing Marrok's standard passes.

Appearance

Marrok is a thick-shouldered human in his late sixties with a partly bald crown and a shock of iron-gray hair pulled back in a short tail. His face is leathered and lined, cheeks hollowed from long marches; his nose is broken in two places, a pale scar tracing like a lightning bolt from brow to upper lip. He wears an embossed breastplate dulled to a pewter sheen, over a patched crimson greatcoat with the faded emblem of the Field Legions near the collar. Across his back hangs a long, nicked-blade longsword with a brass pommel shaped like an open fist; at his hip is a signal whistle and a leather map case swollen with folded orders. Boots are mud-streaked, gauntleted hands bear the calluses of years of sword and quill. Small personal tokens — a ring with a provincial crest, a dried sprig of winter thyme — hang from his belt. His posture is erect but never relaxed; when he gives a command his left hand gestures with the precision of a chessmaster moving a single pivotal piece.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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