Brave. The knight has advantage on saving throws against being frightened.
Multiattack. Yharim makes two melee attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 7 slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 1d10 + 5 piercing damage.
Leadership (Recharges after a 2 turns). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d8 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. The knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Previous Versions
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9/7/2020 12:35:08 AM
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Posted Sep 7, 2020uwu