Innate Spellcasting. The captain's innate spellcasting ability is Charisma (spell save DC 16). The general can innately cast the following spells, requiring no material components:
At will: find steed, misty step, thaumaturgy
2/day each: fear, staggering smite
Frost Weapons. The captain's weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack).
Powerful. A weapon deals one extra dice of its damage when the captain hits with it (included in the attack).
Pain Indifference. The captain's AC includes its Constitution modifier.
Multiattack. The captain can use its Inspire Dread, or make either two pike attacks or two long bow attacks.
Pike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) piercing damage plus 8 (2d8) cold damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 11 (2d8+3) piercing damage plus 8 (2d8) cold damage.
Inspire Dread (Recharges 5-6). The captain exudes magical terror. Any creature hostile to the captain within 30 feet of the general must succeed on a DC 16 Wisdom saving throw or be frightened for l minute. While frightened in this way, a creature has disadvantage on Intelligence, Wisdom and Charisma saving throws. If a frightened target ends its turn more than 30 feet away from the captain, the target can repeat the saving throw, ending the effect on itself on a success. Once a creature succeeds on a saving throw against this effect, it cannot be affected by this ability for the next 24 hours.
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