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