Medium Humanoid (Human), Lawful Neutral
Armor Class 18 plate
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +5, CON +4
Skills History +6, Perception +3, Persuasion +4
Senses Passive Perception 13
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. Claude has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, Claude can regain 15 hit points.

Actions

Multiattack. Claude makes two attacks with his warhammer or one attack with his warhammer and one with his bite.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 

Description

Claude is humanoid in shape, resembling a human male in his mid-forties from the neck down.  His head, however, is that of a large collie dog.  Claude wears plate armor beneath his rich scholarly robes, and an amber whistle hangs from around his neck.  His warhammer is kept close at hand, but not on his person unless he is expecting trouble.  In a fight, he blows his whistle before collecting his warhammer, alerting his lupin allies of danger.

Personality.  Claude is the exception that proves the rule in the D'Amberville family.  While the rest of his relatives have succumbed to the madness of Etienne's Curse and embraced chaos, Claude still follows the teachings and rule of law.  He seeks to serve as a good example for his relatives in his actions and takes any opportunity to plead with them to mend their ways.  Claude is loyal to his family, despite their flaws, and it was this loyalty that resulted in his current appearance.  Etienne's Curse transformed his body to reflect his dogged faithfulness to the treacherous kin that brought about Etienne's death.  However, it was this same loyalty that had earned Claude the respect of a pack of lupins who dwell in the Chateau.  These dog-men have accepted Claude as their alpha male and they rush to his aid if summoned by his whistle.  Likewise, if the lupins are in danger, Claude immediately moves to assist them.

Family Allies.  Claude has no allies among his relatives: his oddness in their minds makes him unsuitable to rely upon in their own schemes and plots.  Likewise, Claude has no intention of aiding them in their petty feuds and seeks to instead get them to put aside their vendettas and forget old insults.  The only allies Claude can count upon in the Castle are the lupins that consider him their leader.  They are unswerving in their loyalty to the canine-headed D'Amberville.

Family Enemies.  Unbeknownst to Claude, Simon considers the loyal D'Amberville to be the biggest thorn in his plans.  If he could arrange for Claude to suffer an unfortunate accident or die at the hands of outsiders, Simon would do so in an instant.

From the OAR 5E version of Castle Amber by Goodman Games.

sauercarey

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