Medium Humanoid (Human), Neutral
Armor Class 20 Plate armor, Shield
Hit Points 88 (12d10)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
13 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws STR +9, CON +5
Senses Passive Perception 10
Languages Chondathan, Common, Cormanthan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
The army commander in charge of the Hillsfar forces engaged at Yulash.
Unwavering Mark: (Special). When the Brigadier hits with a melee weapon attack, They can mark the creature until the end of their next turn (or if they are incapacitated or they die, or if someone else marks the creature).
While it is within 5 ft. of the  Brigadier, a marked creature has disadvantage on any attack roll that doesn’t target them. If the marked creature deals damage to anyone else, the character can make a special melee attack against it on their next turn as a bonus action with advantage and +6 extra damage. They can make this attack 5 times per long rest.
 Tactical Mind: (Special). When the Brigadier fails an ability check, they can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended.
 Born to the Saddle. The  Brigadier has advantage on saving throws made to avoid falling off their mount. If they fall off your and drop no more than 10 ft., they can land on their feet if they’re not incapacitated. Mounting or dismounting a creature only costs 5 ft. of movement.
Indomitable. If the character fails a saving throw, they can reroll it with a +12 bonus. They must use the new roll. They can use this feature once per Long Rest.
 
Hold the Line. Creatures provoke an opportunity attack from the Brigadier when they move 5 ft. or more while within his reach, and if the Brigadier hits a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
 
Special Equipment. The Brigadier is assigned a personal mount, a Warhorse, equipped with a Military Saddle and Saddlebags for personal gear. In Lethbron-Stot`s case that includes fine clothes, a Dragonchess set, that he plays with anyone he can get, a vial of perfume, and a Yarting which he plays to relax. 
Actions
Multiattack. The Brigadier can attack 3 times instead of once whenever they take the Attack action on their turn.

 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.

Bonus Actions
Two-Weapon Fighting. When the character takes the Attack action on their turn and attacks with a Light weapon, they can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and they don't add their ability modifier to the extra attack's damage unless that modifier is negative. For example, the character can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but they don't add their Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
 
Second Wind. The character can draw upon a limited well of physical and mental stamina and regain 1d10+12 HP. They can use this four times per Long Rest and can regain one expended use when they finish a Short Rest.
Second Wind: Tactical Shift. Whenever the character activates their Second Wind with a Bonus Action, they can move up to half yheir Speed without provoking Opportunity Attacks.
Reactions

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.)

Monster Tags: humanoidleadersoldier

Habitat: ForestGrasslandHillUrban

AsbelMcTalisker

Comments

Posts Quoted:
Reply
Clear All Quotes