b'Tribal Chief \n'b'  Small or Medium   humanoid  (any race),  any alignment  \n'b'  Armor Class  15 (breastplate)  Hit Points  88 (16d8 + 16)  Speed  30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +6,  Cha  +7  Skills   History  +5,  Investigation  +5,  Insight  +6,  Persuasion  +7  Senses  passive  Perception  16  Languages  any two languages  Challenge  3 (700 XP) \n'b' Special Traits \n'b'\n'b'  Preternatural Preparation . \xe2\x80\x9cI knew you would try something like this.\xe2\x80\x9d Tribal chiefs always know when to have fellow tribe members nearby. Once per day, as a bonus action, a chief can summon 3d6 + 2 tribal warriors, 1d6 scouts, and 1d4 druids to defend them. \n'b'\n'b' Actions \n'b'\n'b'  Leadership. (Recharges after a Short or Long Rest) . For 1 minute, a chief can utter a special command or warning whenever a nonhostile creature that they can see within 30 feet of them makes an  attack  roll or saving throw. That creature can add 1d4 to its roll provided it can hear and understand the matron. A creature can benefit from only one Leadership die at a time. This effect ends if the chief is  incapacitated . \n'b'  Rapier .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b'  Parry . The chief adds 2 to their AC against one  melee attack  that would hit them. To do so, the chief must see the attacker and be wielding a melee weapon.'