Draconic Fortitude. Bertram has advantage on saving throws against being frightened.
Cold Breath (Recharge 5–6). Bertram exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Multiattack. Bertram makes two melee attacks.
North Wind (+1 Greatsword of Ice). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. As a bonus action, Bertram can utter the swords command word, causing it to deal an extra 7 (2d6) cold damage. He can end this effect as a free action.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Bertram 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 Bertram. A creature can benefit from only one Leadership die at a time. This effect ends if the Bertram is incapacitated.
Parry. Bertram adds 2 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.
Description
Though the second-in-command of the Saltmarsh Spears has a demure demeanor, he is a skilled tactician and a dangerous opponent.
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