Medium Humanoid (Any Race), Chaotic Evil
Armor Class 18 Plate
Hit Points 70 (9d10 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws STR +6, CON +6
Skills Intimidation +4, Perception +2
Damage Immunities Bludgeoning
Senses Unknown, Passive Perception 15
Languages Common Any one language (usually Common)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Hold the Line (Recharge 5-6). Until the end of the captain's next turn, allies adjacent to it gain a +2 bonus to AC and cannot be moved from their position.

 Help from the Deep  (once per day) Captain Murkor calls out to his ally from the deep he regains ( 3d8 ) hit points 
(must be in the capital)

 

Actions

Multiattack. Captain Murkor makes two melee attacks.

Heavy Mace . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.

Shoulder Charge Captain Murkor  charges into an enemy within 10ft  the creature must make a DC 13 Constitution saving throw. On a failed save, a target will fall prone and take (2d4) damage.  On a success, the creature (1d4) and is not knocked prone 

Reactions

You Serve Me  If an ally is adjacent to Captain Murkor while he is being attacked he will use his ally as a shield taking the full damage 
If damage exceeds allies hit points the remaining damage carry's on to Captain Murkor 

Description

Captain Murkor has served the kingdom for many year but now he has seized a chance to take control with help from something that lurks in the deep of the capital. 

Monster Tags: NPC

Habitat: Urban

ch1cken92

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