| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 15 | +2 | +5 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +4 |
| CHA | 15 | +2 | +2 |
Multiattack. The captain makes three longsword attacks with his +2 longsword. He can replace one attack with a use of Shield Bash.
Longsword. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d8 + 6) Slashing damage.
Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the Captain can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Parry. Trigger: The Captain is hit by a melee attack roll while holding a weapon. Response: The Captain adds 3 to its AC against that attack, possibly causing it to miss.
The Captain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Captain regains spent legendary actions at the start of its turn.
Move. The Captain moves up to its speed without provoking opportunity attacks.
Rallying Cry. The Captain ends the frightened condition and imbues 1d6 temporary hit points on itself and each creature of its choice that it can see within 30 feet of it.
Weapon of Choice (2 Actions). The Captain makes two Longsword attacks or one Shield Bash attack.
Description
A long serving captain of the Waterdeep City Watch, Captain Hugh Mann can no longer remember the specific point at which he decided to work for the Xanathar Guild. Since then though, he has enjoyed the perks that come along with a double life and shows no compunction about protecting his privileged position, both within the Guild and the Watch.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Captain Mann takes a lair action to cause one of the following effects:
- Captain Mann summons guards to assist, summoning 2 guards (Veteran) to fight by his side.
- Captain Mann commands one of his allies to attack, triggering their reaction to take a weapon attack on adjacent foes.
- Captain Mann shouts a rallying cry, ends the frightened condition and imbues 1d6 temporary hit points on itself and each creature of its choice that it can see within 30 feet of it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/12/2026 12:13:52 PM
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9
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0
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Coming Soon
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