Large Monstrosity, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 300 (18d10 + 72)
Speed 40 ft.
STR
22 (+6)
DEX
12 (+1)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +10, CON +8, WIS +7
Skills Athletics +11, Insight +8, Intimidation +8, Perception +7, Persuasion +8
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Zemnian
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Charge. If Captain Mason moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. Captain Mason can perfectly recall any path he has traveled.

Fighting Spirit (3/day). At the start of his turn, Captain Mason can gain advantage on all melee weapon attack rolls he makes during that turn. He also gains 10 temporary HP.

Rapid Strike.  If Captain Mason takes the Attack action on his turn and has advantage on an attack roll against against one of the targets, he can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. He can do so no more than once per turn.

Actions

Multiattack. Captain Mason makes two Naginata attacks and one Gore attack

Naginata. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 10) slashing damage.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 10) piercing damage.

Bonus Actions

Polearm Master. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 10)  bludgeoning damage.

 

Reactions

Strength Before Death (1/day). If Captain Mason takes damage that reduces him to 0 hit points, he can use his reaction to delay falling unconscious, and can immediately take an extra turn.  When the extra turn ends, he dies if he still has 0 hit points.

Polearm Master. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 10) slashing damage. When a creature enters the reach Captain Mason has with his naginata, he can make one attack against them.

Legendary Actions

Captain Mason can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Captain Mason regains spent legendary actions at the start of his turn.

Command Ally. Captain Mason targets one ally he can see within 30 feet of it. If the target can see or hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Naginata. +10 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage. Captain Mason makes one naginata attack.

Charge (Costs 2 Actions). Captain Mason moves up to his speed and executes one Gore Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Habitat: Urban

pattonesque

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