Medium Humanoid (Human), Lawful Neutral
AC 16 (padded and Brooch of Protection +3))    Initiative +2 (12)
HP 35 (8d8)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 11 +0 +0
Mod Save
INT 12 +1 +1
WIS 14 +2 +2
CHA 16 +3 +3
Skills Animal Handling +3, Deception +5, History +5, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Auran, Common Any two languages
CR 2 (XP 450; PB +2)
Traits

Pedigree. Hetmann Alham has advantage on Charisma saving throws made to avoid breaches of honor or other codes of conduct.  

Actions

Multiattack.     Hetmann Alham can attack twice with the Kukri per attack action.  

Jeweled Kukri.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Bonus Actions

Eye for Detail.  Hetmann Alham can make a Perception (Wisdom) or Investigation (Intelligence) check as a bonus action.

Bodyguards.  Hetmann Alham is always escorted or accompanied by at least one of four personal bodyguards.  During ceremonial occasions or when traveling afar, all four bodyguards will be present and within 50 feet of him.  Bodyguards use the Champion stats.  

Alarm. Hetmann Alharn can sound an alarm and call nearby guards to his location in  1d4 rounds.

Reactions

Parry. Hetmann Alham adds 5 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Description

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.

Monster Tags: NPC

Habitat: DesertUrban

GuyJann

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