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)
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
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.
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