Medium Humanoid
Armor Class 16 Light Armor
Hit Points 28 (3d10)
Speed
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +3, DEX +5
Damage Resistances Cold
Gear Rapier
Senses Passive Perception 10
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Superiority Dice. Amaru has 3 superiority dice, which he can either spend for certain actions or spend as part of his attack action to hit. His superiority die type is d8. He gains all his depleted superiority dice back on a short or long rest. 

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: (1d8 + 3) piercing damage.

Bonus Actions

Rally. As a bonus action Amaru can spend a superiority die to rally an ally within 30ft. The rallied ally gains temporary HP equal to the superiority die plus 2. (1d8+2).

Reactions

Defensive Duellist. When hit by an attack Amaru can use his reaction to parry, increasing his AC by 2. If he spends a superiority die he can make an opportunity Attack adding the die to the hit bonus. (1d8)

Wario1

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