Medium Humanoid (Any Race), Any Alignment
Armor Class 24 (tesla)
Hit Points 132 (10d20 + 32)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
15 (+2)
INT
17 (+3)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws CON +4, WIS +5
Damage Resistances All
Damage Immunities Bludgeoning
Senses Passive Perception 30
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The captain has advantage on saving throws against being frightened.

Actions

Multiattack. The captian makes six melee attacks.

shock sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 30 (5d12 + 5) tesla damage.

Tesla destroyer. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 20  (4d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the leader 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 leader is incapacitated.

Reactions

Parry. The  leader adds 2 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: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

the_mighty_lord_DM_man

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