| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +6 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +3 |
| WIS | 15 | +2 | +2 |
| CHA | 15 | +2 | +2 |
Multiattack. Caspar makes two attacks, using Scimitar or Throwing Axe in any combination.
Scimitar. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage.
Handaxe. Ranged Attack Roll: +6, range 30/120 ft. Hit: 7 (1d6 + 4) Slashing damage, plus 10 (3d6) Slashing damage if the attack was made with Advantage.
Goguian Squall (1/Day). Caspar casts Wind Wall (spell save DC 14).
Protect the Realm. Caspar takes the Utilize action to drink a Potion of Healing, or to administer one to an ally within 10 feet.
Star Jasmine Strike (2/Day). Caspar casts Ensnaring Strike (spell save DC 14).
Steadied Aim. Caspar has Advantage on the next attack roll they make during the current turn.
Uncanny Dodge. Trigger: Caspar is hit by an attack roll. Response: Caspar halves the damage (round down) they take from that attack.
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