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
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.
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.
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