The Three-Beat Lieutenants - AI-generated fantasy Monster

The Three-Beat Lieutenants

These three were handpicked because the villain realized that fear alone is unreliable, but fear plus theater is remarkably effective. They are treated as minor celebrities within the army, with troops imitating their poses and officers copying their catchphrases. Their loyalty is real, but so is their vanity, and both are equally exploitable.

MediumHumanoid(humanoid lieutenant trio)CR 10Lawful Evil

The Three-Beat Lieutenants

bosshumanoidtriocartoonymilitarylieutenantselitecommandformationrecurring villain
HP168AC18SPD30 ft.CR10AthleticsDeceptionIntimidationPerceptionPerformanceTactics
STR
20
DEX
16
save
CON
15
save
INT
12
WIS
12
save
CHA
16
save
Three-Part Command. The trio has advantage on initiative rolls and cannot be surprised while at least one lieutenant is conscious and aware. On the trio's turn, each lieutenant can move and act on its own initiative segment if you prefer a more dynamic three-stage battle.
Synchronized Ranks. While all three lieutenants are within 30 feet of one another, the trio gains a bonus to AC and saving throws, and its weapon attacks deal an extra 3 () force damage.
Cartoon Mobility. If the trio starts its turn within 10 feet of at least one ally, it can move through ally spaces without penalty and ignore difficult terrain created by nonmagical clutter, rubble, or battlefield debris.
Slapstick Momentum. Whenever the trio hits a creature with an attack, it can choose to slide, spin, or bounce the target 5 feet without provoking opportunity attacks. If the target is already prone, the push becomes 10 feet instead.
Slammer Palm. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () bludgeoning damage plus 7 () force damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet away and knocked prone, skidding comically across the ground.
Bump and Cover. When a creature the trio can see hits one of the lieutenants with an attack, another lieutenant may shift 10 feet and interpose itself if it is within 10 feet of the target. The attack's damage is reduced by 7 ().
Officer's Correction. When the trio fails a saving throw against being charmed, frightened, or knocked prone, the lieutenant that was not directly affected can shout a correction, granting the trio advantage on its next saving throw against the same effect before the end of its next turn.
March-Step. One lieutenant moves up to half its speed without provoking opportunity attacks, then can switch places with an ally or another lieutenant of the trio.
Snap Order. The trio emits a synchronized order. One ally of the trio within 30 feet can use its reaction to make one weapon attack or move up to 10 feet.
Triple Flourish (Costs 2 Actions). The trio unleashes a combined flourish. Each creature of the trio's choice within 15 feet must make a Dexterity saving throw, taking 13 () force damage on a failure or half as much on a success. A creature that fails is also pushed 10 feet away.
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