Martial Advantage. Once per turn, the Commander can deal an additional 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft of an ally of the guard that isn't incapacitated.
Multiattack. The Commander makes three melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or (1d10 + 3) slashing damage when used with two hands.
Javelin. Ranged Weapon Attack: +6 to hit, reach 5 ft, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long rest). For 1 minute, the Commander can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the Commander. A creature can only benefit from one Leadership die at a time. This effect ends if the Commander is incapacitated.
Parry. The Commander adds +2 AC against a melee attack that would normally hit it. To do so, the Commander must see the attacker and be wielding a melee weapon.
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