Martial Advantage. Once per turn, the Captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Captain that isn’t incapacitated.
Brave. The Captain has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the Captain hits with it (included in the attack).
Pack Tactics. The Captain has advantage on an attack roll against a creature if at least one of the Captain’s allies is within 5 feet of the Captain and the ally isn’t incapacitated.
Powerful Build. The Captain ignores the two-handed property of weapons being able to wield them with one hand.
Blood Frenzy. The Captain has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Multiattack. The Captain makes three melee attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (2d12 + 6) slashing damage.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Parry. The Captain adds 3 to its AC against one melee attack that would hit it. To do so, the Captain must see the attacker and be wielding a melee weapon.
Leadership. Once per turn, 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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