Indomitable (2/Day). The Brightfury Captain can reroll a saving throw that it fails. It must use the new roll.
Action Surge (Recharges when The Brightfury Captain Finishes a Short or Long Rest). On its turn, the brightfury captain can take one additional action.
Multiattack. The brightfury captain makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the brightfury captain can regain 16 (1d10 + 11) hit points.
Parry. The Brightfury Captain adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
Protection. When a creature the brightfury captain can see attacks an allied creature that is within 5 feet of it, the brightfury captain can use its reaction to impose disadvantage on the attack roll, provided it is carrying a shield.
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