Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (3d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d20 + 1) piercing damage.
When landing a successful attack, once per turn, he may take a secondary strike against his target, if successful the target takes 6 D4 in damage.
If John is below half half health, he may drink a potion to heal 1d20 of health (Cooldown of 5 turns)
If an enemy tries to disengage or enters attack range of John during their turn, John make react with opportunity to attack, if successful target takes 2 D6 in damage.
Once Per Day, if John is below half health, he may choose 1 target and they must roll a D19 or higher constitution saving throw, if failed, John may steal 2 D20 worth of life from chosen target. If Saving throw is succeeded however, the spell fails, and John is unable to take any actions for his next turn.
Description
Captain John, Leader of the guards in the kingdom of Ozryn, is a veteran fighter, and talented combatant. He has fought many foes through years of combat. Challenging this man would be a fools errand.
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