Prakriti
Hi, I'm a Mindflayer, but don't let that worry you
Some more ideas:
Warlord
Legendary Actions:
* Overpower (1 action): The Warlord makes a single, powerful attack against one enemy of its choice. Make a contested Strength check. If the Warlord succeeds, then the enemy is knocked prone by the force of the blow.
* Mark (1 action): The Warlord marks one enemy, closely following their movements on the battlefield. If the Warlord attacks the marked target on its next turn, it does so with advantage, and each hit deals maximum damage plus an additional 1d12.
* Whirlwind (2 actions): The Warlord makes a wide, sweeping blow. All creatures within 10' must make a Dexterity saving throw (DC 17) or take damage equal the Warlord's normal weapon attack damage.
* Charge (2 actions): The Warlord moves up to 20' in a straight line, attacking every enemy in its path (moving through enemy spaces as though they were unoccupied). In addition, any creature in the Warlord's path must make a Dexterity saving throw (DC 17) or be knocked prone. This saving throw occurs after the attack takes place.
Lair Actions:
* Help Arrives: 1d2+1 knights join the fight.
* Rallying Cry: All creatures under the Warlord's command may use their reaction to make an attack against an enemy within range.
* Horn-call: The Warlord blows his hunting horn, which emits an ear-splitting blast. All enemies within 200 feet must make a Constitution saving throw (DC 17) or be stunned until the end of their next turn. On a successful save, a creature cannot be stunned by this horn-call again until 24 hours have passed.
Warlord
Legendary Actions:
* Overpower (1 action): The Warlord makes a single, powerful attack against one enemy of its choice. Make a contested Strength check. If the Warlord succeeds, then the enemy is knocked prone by the force of the blow.
* Mark (1 action): The Warlord marks one enemy, closely following their movements on the battlefield. If the Warlord attacks the marked target on its next turn, it does so with advantage, and each hit deals maximum damage plus an additional 1d12.
* Whirlwind (2 actions): The Warlord makes a wide, sweeping blow. All creatures within 10' must make a Dexterity saving throw (DC 17) or take damage equal the Warlord's normal weapon attack damage.
* Charge (2 actions): The Warlord moves up to 20' in a straight line, attacking every enemy in its path (moving through enemy spaces as though they were unoccupied). In addition, any creature in the Warlord's path must make a Dexterity saving throw (DC 17) or be knocked prone. This saving throw occurs after the attack takes place.
Lair Actions:
* Help Arrives: 1d2+1 knights join the fight.
* Rallying Cry: All creatures under the Warlord's command may use their reaction to make an attack against an enemy within range.
* Horn-call: The Warlord blows his hunting horn, which emits an ear-splitting blast. All enemies within 200 feet must make a Constitution saving throw (DC 17) or be stunned until the end of their next turn. On a successful save, a creature cannot be stunned by this horn-call again until 24 hours have passed.