Lance. Mounted Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 12(1d10+7) Piercing damage. Martial, Reach, Special, Topple
Topple. If you hit a creature with a Lance, you can force it to make a Con. saving throw (DC 8+2 + the ability modifier used to make the attack). On a failed save, the creature has the Prone condition.
Longsword+1. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit 1h: 12(1d8+8) Slashing damage or Hit 2h: 11(1d10+6) Slashing damage. Martial, Versatile, Sap
Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft., range 20/60 ft., 1 target. Hit: 9(1d4+7) Piercing damage. Simple, Finesse, Light, Thrown, Nick, Range
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Tactical Master. When the character attacks with a weapon whose mastery property they can use, they can replace that property with the Push, Sap, or Slow property for that attack.
Tactical Master: Push. If you hit a creature with a weapon, you can push the creature up to 10 ft. straight away from you if it’s Large or smaller.
Tactical Master: Sap. If you hit a creature with a weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Tactical Master: Slow. If you hit a creature with a weapon and deal damage to the creature, you can reduce its Speed by 10 ft. until the start of your next turn. If the creature is hit more than once with this property, the Speed reduction doesn’t exceed 10 ft.
Unarmed Strike. You make a melee attack that involves using your body to deal one of the following effects:
Damage: You make an attack roll against the creature, +9 and on a hit, you deal 6 Bludgeoning damage.
Grapple: The target must succeed on a DC 17 Str./Dex. (it chooses which) saving throw or it has the Grappled condition.
Shove: The target must succeed on a DC 17 Str./Dex. (it chooses which) saving throw or you can either push it 5 ft. away or cause it to have the Prone condition.
Opportunity Attack. The Character can make an Opportunity Attack when a creature that they can see leaves their reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, the Character takes a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves the Character`s reach.
Avoiding Opportunity Attack. The Character can avoid provoking an Opportunity Attack by taking the Disengage action. They also don't provoke an Opportunity Attack when they Teleport or when they are moved without using their movement, action, Bonus Action, or Reaction. For example, a character doesn't provoke an Opportunity Attack if an explosion hurls them out of a foe's reach or if they fall past an enemy.
Warding Maneuver. If the character or a creature they can see within 5 ft. is hit by an attack, they can roll 1d8 as a reaction and add the number rolled to the creature's AC against that attack if you’re wielding a melee weapon or a shield. If the attack still hits, the target has resistance against the attack’s damage.
Description
Major NPC. The Hillsfar army commander for Yulash (From FRC-2 Curse of the Azure Bonds) so the year in the Forgotten Realms is about 1357 DR.)
Brigadier-Captain Lethbron-Stot is the current commander of the Red Plumes in Yulash. Called merely “The Captain” by his men, he is a stiffnecked, shortsighted martinet who lives by a rule book that probably does not apply to the battle they are fighting (one big reason why the war is going against them and they are suffering desertions).
See Curse of the Azure Bonds for further information.
(This NPC was created using the new 2024 edition of the rulebook though the information is from old 2e sources.)
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