Medium Humanoid (Half-Elf), Lawful Good
AC 21 Defensive fighting style    Initiative +2 (12)
HP 58 (8d10 + 8)
Speed ft.
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
Skills Athletics +6, Persuasion +4
Gear Plate armor, shield, longsword +2
Senses Passive Perception 12
Languages Common, Dwarvish, Elvish
CR 3 (XP 700; PB +2)
Traits

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.

Actions

Multiattack. Alfric makes two longsword attacks.

Longsword. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.

Bonus Actions

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.

danieltucker82

Comments

Posts Quoted:
Reply
Clear All Quotes