Dumb. Cidric has immunity to being frightened.
Multiattack. Cidric makes two Halberd attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Disarming attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Halberd. Melee Weapon Attack: +5 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: +5 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.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Starlight Slash. Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magic damage, or 8 (1d10 + 3) magic damage if used with two hands.
Description
Cidric's lord, Roseval, was once a kind lord to his people, while Cidric was his trusted aide and confident. After Roseval became obsessed with Starlight magic, Cidric chose to stand by his lord, no matter what may come. Though his mind has long since gone, his skills remain, albeit lacking in strategy.
Lair and Lair Actions
Cidric protects his lord from the inside of the church that leads to his castle. While his sanity may have left him, his faith in his lord and the gods has not left him yet.
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