Medium Humanoid (Any Race), Typically Lawful Evil
Armor Class 17 Splint Mail
Hit Points 58 (6d10)
Speed 30 ft.
STR
15 (+2)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +5, CON +5
Senses Passive Perception 9
Languages Common, Damaran, Tharian
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

A generic Mid-Level commander of the Zhentarim forces from Zhentil Keep engaged with the Hillsfar army in the vicinity of Yulash.

The Zentarim Leader has Disadvantage on DEX Stealth rolls due to armor.

 Two-Weapon Fighting. When the Character makes an extra attack as a result of using a weapon that has the Light property, they can add their ability modifier to the damage of that attack if they aren’t already adding it to the damage.

Savage Attacker. Once per turn when the character hits a target with a weapon, they can roll the weapon’s damage dice twice and use either roll against the target.

Tactical Mind: (Special). When the character 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.

Initiative Proficiency. When you roll Initiative, add +3 to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap the character`s Initiative with the Initiative of one willing ally in the same combat. They can’t make this swap if they or the ally has the Incapacitated condition.

Superiority Dice.

The Character learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. they can use only one maneuver per attack. They  have 4 (1d8) Superiority Dice, which are expended when used. You regain any expended Superiority Die when you finish a Short or Long Rest.

Maneuver: Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die and add the die to the attack’s damage roll. The next attack roll against the target by another attacker has Advantage if it’s made before the start of your next turn.

Maneuver: Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die and add the die to the attack’s damage roll. You choose a willing creature who can see or hear you, and that creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Maneuver: Bait and SwitchWhen the fighter is within 5 ft. of a creature on their turn, they can expend one Superiority Die and switch places with the creature without provoking Opportunity Attacks, provided that the creature is willing, and doesn’t have the Incapacitated condition. Roll the Superiority Die. Until the start of their next turn, they or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Actions
Multiattack. The character can attack twice instead of once whenever they take the Attack action on their turn.
 
Action Surge: (Special). On their turn, the character can take one additional action, except the Magic action. They can use this feature once until they finish a Short or Long Rest. This is in addition to the Multiattack.
 

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 1h: 5(1d8+2) slashing damage, or Hit 2h: 6(1d10+2) 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.

 

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 1h: 5(1d8+2) bludgeoning damage, or Hit 2h: 6(1d10+2) bludgeoning damage, Martial, Versatile, Push.

Push. If you hit a creature with Warhammer, you can push the creature up to 10 ft. straight away from you if it’s Large or smaller.

 

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 3(1d4+2) 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.

 

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6+1) piercing damage, Simple, Ammunition, Range, Two-Handed, Vex

Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

 

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, Melee Attack: +5 to hit, one target. 3 Bludgeoning damage.

Grapple: The target must succeed on a DC 13 Str./Dex. (it chooses which) saving throw or it has the Grappled condition. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.

Shove: The target must succeed on a DC 13 Str./Dex. (it chooses which) saving throw or you can either push it 5 ft. away or cause it to have the Prone condition. This shove is possible only if the target is no more than one size larger than you.

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, they 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+6 HP. They can use this twice per Long Rest and can regain one expended use when they finish a Short Rest.
Second Wind: Tactical Shift. Whenever they activate their Second Wind with a Bonus Action, they can move up to half their 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, they take 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, they don't provoke an Opportunity Attack if an explosion hurls them out of a foe's reach or if they fall past an enemy.

Description

Generic NPC, a member of the Zhentarim army operating in the vicinity of Yulash (From FRC-2 Curse of the Azure Bonds) so the year in the Forgotten Realms is about 1357 DR.)

(This NPC was created using the new 2024 edition of the rulebook though the information is from old 2e sources.)

Previous Versions

Name Date Modified Views Adds Version Actions
10/2/2024 7:29:26 PM
20
3
1
Coming Soon

Monster Tags: NPChumanoidleadersoldier

Habitat: ArcticCoastalForestGrasslandHillMountainUrban

AsbelMcTalisker

Comments

Posts Quoted:
Reply
Clear All Quotes