| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 13 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 15 | +2 | +2 |
| CHA | 13 | +1 | +1 |
Remarkable athlete. After he scores a critical hit, Alfric can move up to half his speed without provoking opportunity attacks.
Action Surge (1/day). Alfric can take an additional action.
Improved critical. Alfric scores a critical hit on a roll of 19 or 20 on the dice (assuming the 19 hits).
Alertness. Alfric has advantage on initiative rolls.
Multiattack. Alfric makes two longsword attacks.
Longsword. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.
Fighter skills (2/day). Alfric may choose one of the following two effects:
- Second wind. Alfric heals himself for 1d10 + 10 hit points.
- Tactical mind. Alfric adds 1d10 to an ability check.
Description
This monster stat block is intended to be used with the Fort Daylight adventure module, available for free at aspyrednd.com/content/fort-daylight
Alfric is the leader at Fort Daylight, and Captain of its garrison. He is a half-elven man who has dedicated his life to his noble duty. He believes in leadership and professionalism and therefore can often come off as wooden or awkward, particularly to individuals who are not under his command.
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