Brave. Brevik has advantage on saving throws against being frightened.
Pack Tactics. Brevik has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn'tincapacitated.
Martial Advantage. Once per turn, Brevik can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of one of his allies that isn’t incapacitated.
Multiattack. Brevik makes two melee attacks.
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 3) bludgeoning damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Brevik can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. That creature can add a d4 to its roll provided it can hear and understand Brevik. A creature can benefit from only one Leadership die at a time. This effect ends if Brevik is incapacitated.
Parry. Brevik adds 2 to his AC against one melee attack that would hit it. To do so, Brevik must see the attacker and be wielding a melee weapon.
Description
A tall and bulky middle-aged man, he dons a well-worn plate armor with a matching shield and moves with the experience of a trained Fighter. Brevick is extremely loyal to his men and will do anything to keep them safe. Brevik can and will negotiate if he believes he is outmatched in combat, but he is not above taking hostages or other dirty tactics to accomplish an objective he believes is right.
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