Action Surge (1/day). The Carver Captain takes an additional 2 actions.
Precision Strike (4/day). When the carver captain misses with an attack roll, it may add an additional 1d10 to the roll.
Indomitable (1/day). When the carver captain fails a saving throw, it may re-roll it.
Fire Rune (2/day). When the carver captain hits with an attack roll, it may invoke this rune to summon fiery shackles to restrain the target creature. The creature takes 2d6 fire damage and must pass a DC 16 STR saving throw or be restrained for 1 minute. The creature may repeat the saving throw at the end of each of it's turns, banishing the shackles on success.
Multiattack. The guard makes three attacks, using Javelin or Longsword in any combination.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.
Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 24 (2d6 + 17) Slashing damage.
Second Wind(1/day). The Carver Captain heals itself 1d10 + 12
Riposte(2/day). When a creature misses the carver captain with a melee attack, it can use a reaction to make a melee weapon attack against the creature. If it hits, add 1d10 to the attack’s damage roll.
Description
Guard captains often have ample professional experience. They might be accomplished bodyguards, protectors of magic treasures, veteran watch members, or similar wardens.
Guards
Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn’t match the danger they face.
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