Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Brave. The camp leader has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: + 3 to hit reach 5 ft., one target. Hit:  6 (1d8/1d10 + 1); slashing damage.

Musket  Ranged Weapon Attack: +7;  to hit, range 100/400 ft., one target. Hit: 9 (1d12 + 5) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the camp leader 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 camp leader. A creature can benefit from only one Leadership die at a time. This effect ends if the camp leader is incapacitated.

Reactions

Parry. The camp leader 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.

Description

Camp leaders lead groups of people who survived the attacks of ridden. They are often hostile and nomadic.

Monster Tags: NPC

Habitat: Urban

Ben34037

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