Medium Humanoid (Any Race), Any Alignment
Armor Class 20 Plate and a Shield
Hit Points 71 (8d10 + 16)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The Cultist Captain has advantage on saving throws against being frightened.

Second Wind. The Cultist Captain can regain 1d10+9 hp as a bonus action

Action Surge. the Cultist Captain can take an extra action once per short or long rest 

Actions

Multiattack. The knight makes two melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+ 6) slashing damage and 1d6 (3) damage based on a dragon 

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Cultist Captain 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 d4 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.

Reactions

Parry. The Cultist Captain 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.

Monster Tags: NPC

Habitat: Urban

Gold_leader

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