Brave. Captain Veya has advantage on saving throws against being frightened.
Multiattack: Captain Veya can make two melee attacks with her Shortsword.
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Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Captain Veya can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand her. A creature can benefit from only one Leadership die at a time. This effect ends if Captain Veya is incapacitated.
Parry. Captain Veya adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Commanding Presence: Veya can use her reaction to impose disadvantage on an attack roll targeting an ally within 5 ft.
Description
With intense green eyes and a composed stance, Captain Veya is known for her unwavering loyalty and no-nonsense attitude. Her practical armor, marked by use, and her crimson cloak adorned with a wolf-shaped brooch signal her rank and dedication to protecting Greystone.
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