Small Humanoid (Halfling), Neutral Good
Armor Class 17 (chain shirt, Improved Defense, shield)
Hit Points 71 (11d8 + 22)
Speed 25 ft.
STR
19 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws CON +6
Skills Athletics +8, Perception +5, Survival +5
Senses Passive Perception 15
Languages Common, Halfling
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Battle Readiness. Amri has advantage on initiative rolls.
Improved Critical. Amri’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Improved Defense. Amri has a +1 bonus to their AC (already included).
Indomitable (Recharges after a Long Rest). Amri rerolls a failed saving throw.
Martial Role (Defender). Amri gains the Disruption reaction.

Actions

Extra Attack. Amri makes two weapon attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bonus Actions

Second Wind (Recharges after a Short or Long Rest). Amri regains 1d10 + 11 hit points.

Reactions

Disruption. Amri imposes disadvantage on the attack roll of a creature within 5 feet of them whose target isn’t Amri. Amri must be able to see the attacker.

Description

Amri Thistlebrick
Halfling warrior
Amri keeps a journal on their person, kept up to date with a history of foods, drinks, and animals they’ve met along their journeys.
Personality Trait. “There’s a great place in Waterdeep I keep wanting to get back to. Quiet, warm, and out of the way.” 
Ideal. “You’re getting out of here alive.”
Bond. “You’ll never catch me directing others around. I’m either out on the field or nowhere at all.”
Flaw. “I hate waiting. Either we’re heading in now, or I’m heading in now.”

Eschatus

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