Underkin Iron Tail
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Underkin Iron Tail
Iron Tails are veteran soldiers who have earned their place through years of service and countless battles beneath the earth. Disciplined and heavily equipped, they are trusted to hold critical positions and maintain order when the battlefield descends into chaos.
Pack Tactics. The Iron Tail has advantage on an attack roll against a creature if at least one of the Iron Tail's allies is within 5 feet of the creature.
Veteran Discipline. The Iron Tail has advantage on saving throws against being frightened or charmed.
Formation Fighter. The Iron Tail gains a +1 bonus to AC while within 5 feet of another Iron Tail or Bloodmaw.
Hold the Line. An Iron Tail cannot be forcibly moved while it is standing on solid ground unless it chooses to be moved.
Actions
Iron Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Iron Spear, Two-Handed. If the Iron Tail isn't wielding its shield, the attack deals 8 (1d10 + 3) piercing damage and has reach 10 ft.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed 5 feet
Reactions
Coordinated Strike (Recharge 5–6). The Iron Tail makes one Iron Spear attack. If it hits, one allied Underkin within 5 feet of the target can immediately make one weapon attack against that same target as a reaction.
Commanding Whistle (Bonus Action). The Iron Tail gives a sharp whistle understood by trained Underkin within 60 feet. Up to two allied Underkin that can hear it may move up to half their speed without provoking opportunity attacks.