Beobin has 4 charges he may use on special actions. These recharge after a short or long rest.
Powerful Blow. Beobin adds d4+1 to his attack roll. Consumes two charges when used.
Action Surge. Beobin may take an additional action. Consumes three charges when used.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 2) bludgeoning damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Parry. Adds 2 (when using club) or 4 (when using greatsword) AC to Beobin when attacked. Consumes one charge when used.
Riposte. When a melee attack fails to damage Beobin, he may take an attack of opportunity. This does not stack on top of any other attacks of opportunity. Consumes two charges when used.
Description
Beobin was once a reputable caravan guard, but after an accident crippled his left leg, he found work as a shop guard.
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Posted Jun 7, 2022He's CR 2 I forgot to put that in before I posted this lol