Medium Humanoid (Human), Lawful Evil
Armor Class 20 (plate and shield)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +6, WIS +3
Skills Athletics +8, Intimidation +6
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Brave. The knight has advantage on saving throws against being frightened.

Actions

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.

Reactions

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

Monster Tags: NPC

Habitat: Urban

AlberichForkbeard

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