Blackwatch. As a member of the Long Patrol's Blackwatch this creature is afforded certain benefits. It has darkvision out to a range of 60 feet, and its weapon attacks count as magical.
Warrakki. The Rakki has advantage on saves to avoid the Frightened condition. Additionally, the DC of any saving throws it imposes are increased by 2 (already factored in).
Fearless. The Veteran Captain is immune to the Frightened condition.
Commander. The Captain has a number of commands they can issue. An ally must be able to see or hear the Captain to follow a command.
Attack. The Captain issues a command to up to three allies within 60 ft. of them. The targeted allies may each use their reaction to make one weapon attack.
Rally. The Captain issues a command to up to six allies within 60 ft. of them. The targeted allies may move up to half their movement speed, and each gains 5 temporary hitpoints. This movement does not provoke opportunity attacks.
Pestilence (Recharge 6). Holmerc issues a command to up to six allies within 60 ft. of him. The targeted allies release a burst of pestilence, forcing enemies within 5 feet of them to make a DC 16 Constitution saving throw, taking 11 (2d10) poison damage and becoming Poisoned for 1 minute on a failure. They can remake the save at the end of each of their turns, ending the effect on a success, and enemies within the range of multiple bursts have disadvantage on the initial save.
Multiattack. Holmerc makes two melee attacks and issues one command.
Afflicter. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) poison damage. The poison damage of this weapon ignores resistance and treats immunity as resistance. Once per turn, when Holmerc hits a creature with Afflicter he can force them to make a DC 16 Constitution saving throw, becoming Blinded and Deafened until the end of their next turn on a failure. A creature already under the effect of this weapon's poison automatically succeeds on the save.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Captain. A creature can benefit from only one Leadership die at a time. This effect ends if the Captain is incapacitated.
Heal (1/Day). Bronzepaw uses a Potion of Healing (Greater) on either himself or another creature within 5 ft. of him.
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