Medium Humanoid, Neutral Evil
Armor Class 18 Half-plate
Hit Points 105 (14d8 + 42)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +8, CON +7
Skills Athletics +9, Intimidation +5, Perception +6
Damage Resistances Bludgeoning and Slashing from nonmagical attacks
Senses Passive Perception 16
Languages Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Unstoppable Assault. If Charles moves at least 20 feet before attacking, his first melee attack deals an additional 10 (3d6) damage.

Mercenary’s Instinct. Charles has advantage on saving throws against being charmed or frightened. If offered at least 500 obsidian pieces worth of valuables, he may hesitate in combat or switch sides at the DM’s discretion.

Actions

Multiattack. Charles makes two Greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 18 (2d12 + 5) slashing damage.

Reckless Strike. Charles swings wildly. He gains advantage on his next attack roll, but attacks against him have advantage until his next turn.

Bonus Actions

Fury Unleashed (Recharge 5-6). Charles makes an additional attack as a bonus action and moves up to half his speed without provoking opportunity attacks.

Relentless Charge. If Charles moves at least 10 feet, he can make a melee attack as a bonus action.

Wolf’s Snarl. Charles lets out a guttural growl, forcing one enemy within 10 feet to make a DC 15 Wisdom save or have disadvantage on their next attack.

Reactions

Parry. When hit by a melee attack, Charles can add +3 to AC, potentially causing the attack to miss.

Eye for Weakness. If a creature within 5 feet of Charles is knocked prone, he can make a melee weapon attack against them.

Description

Charles is a wall of scars and silence, a monument to the things that should have killed him but didn’t. He is broad-shouldered, built like a war machine, but his presence is quiet—not in a way that is comforting, but in a way that makes a room feel smaller. His armor is worn, practical, dented in places where lesser men would have been broken. His weapons? Heavy, well-used, and always within reach.

His face is a weathered ruin, a map of old wounds and colder years, but his eyes—gods, his eyes—are what unsettle people the most. Not because they are cruel, or angry, or wild. But because they are empty. The kind of empty that makes a man unreadable. Unshakable.

He does not speak. He does not hesitate. He does not boast. If he is coming for you, you will not know until it is too late. And if he spares you? Well… you will wish he hadn’t.

Master_of_Nothing

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