Brave. The knight has advantage on saving throws against being frightened.
Action Surge: (short or long rest) Baron Topheril takes an extra action on his turn
Indomitable (Recharges after a Short or Long Rest). Baron Topheril can reroll a saving throw that he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). Topheril can use a bonus action to regain 16 (1d10 + 11) hit points.
Multiattack. Baron Topheril makes three Longsword attacks
Push: Once per turn, Baron Topheril may use his shield to push a target, either knocking them prone or moving them 5 feet.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. The knight adds 4 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.
Description
Topheril is a stubborn man, bent on his vision of a united Blufflands, and refuses to acknowledge his own limitations
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