Mounted Defense. While mounted, the rider can force an attack that targets its mount to target the rider instead.
Mounted Evasion. While mounted, if the rider’s mount is subject to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The Blood Rider makes two attacks.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 4) piercing damage. This attack is made disadvantage against targets within 5 feet and must be used with two hands if the Blood Rider is not mounted.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage or 8 (1d10 + 4) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the 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 captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.
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