Fey Ancestry. Zaknafein has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sunlight Sensitivity. While in sunlight, Zaknafein has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. Zaknafein makes three melee attacks: two with his longsword and one with his dagger.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) piercing damage.
Commanding Strike. Zaknafein can forgo one of his attacks to direct one of his allies to strike. When he does so, he chooses a friendly creature who can see or hear him and expend one use of his reaction to make one melee attack with a bonus to the attack roll equal to Zaknafein's Charisma modifier.
Parry. Zaknafein adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Zaknafein can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zaknafein regains spent legendary actions at the start of his turn.
- Attack. Zaknafein makes a longsword or dagger attack.
- Move. Zaknafein moves up to half his speed without provoking opportunity attacks.
- Tactical Command (Costs 2 Actions). Zaknafein issues a command to one ally he can see. That ally can immediately use its reaction to move up to its speed and make a weapon attack.
Description
Zaknafein Daermon, the Captain, is a figure of imposing martial prowess and drow aristocracy. His physique is muscular and agile, built from centuries of rigorous training and combat. Zaknafein's skin is a smooth charcoal gray, stark against the vivid scars that mark his body—trophies from countless battles. His eyes are a cold, calculating shade of lavender, often narrowed in focus or scanning for threats.
His hair is kept short and slicked back, practical and unobtrusive, allowing no hindrance to his vision or movements. He is typically clad in a finely crafted suit of drow mesh armor, lightweight yet incredibly durable, which hugs his form and allows for fluid motion. The armor is accented with silver filigree that traces patterns of spider webs and skeletal hands across the chest and back, signifying his high rank and role as a protector and enforcer.
Zaknafein carries himself with a disciplined military posture, every motion deliberate and every word measured. His presence commands respect and fear, not just for his skill with the blade but also for his strategic mind and unwavering loyalty to the ideals and objectives of the drow society.
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