Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (half plate 18 with a shield)
Hit Points 111 (15d8 + 40)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws STR +6, CHA +6
Skills Athletics +6, Perception +2
Senses Passive Perception 12
Languages Common and Two other Languages.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Bonus Actions

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the brightfury captain can regain 16 (1d10 + 11) hit points.

Reactions

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.

CommuneDM

Comments

Posts Quoted:
Reply
Clear All Quotes