Hardy. If the captain takes non-magical bludgeoning, piercing, or slashing damage equal to or less than double their Con. mod., they take no damage. Additionally, they are immune to Frightened.
Multiattack. The captain makes two attacks with its' greatsword or one attack with its' greatsword and one with its' crossbow.
Greatsword. Melee Attack: +7 to hit, Hit: 2d6+3 piercing.
Heavy Crossbow. +7 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Brace. The captain takes 1d10 less damage if it is hit by an attack before its next turn. If it is hit by an attack that would kill it with this effect active, it instead is knocked prone or is reduced to 1 health. Crits ignore this effect.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Shove. When the captain takes damage, it can make an Athletics check, contested against the target's Athletics or Acrobatics roll. If the captain wins the contest, the target is moved back 10 feet and knocked prone. Any creature of the size Large or higher automatically succeeds at this roll.
Description
Captains include higher-ranking members of a city watch, veteran sentries in a citadel or fortified town, and the heads of groups of bodyguards of merchants and nobles, as well as leaders of groups of mercenaries.
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