Medium Humanoid (Warforged), Neutral
Armor Class 21 (Integrated Plate)
Hit Points 100 (15d10 + 26)
Speed 35 ft.
STR
20 (+5)
DEX
15 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +8
Skills Athletics +9, Perception +5, Survival +5
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Unconscious
Senses Darkvision, Passive Perception 15
Languages Common Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Battle Readiness. The Captain has advantage on initiative rolls.

Improved Critical. The Captain’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Improved Defense. The Captain's AC increases by 1.

Indomitable (1/Day). The Captain can reroll a saving throw that it fails, but it must use the new

Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.

Lightning Reload: The Captain can reload its firearms as a bonus action.

Rapid Repair: The Captain can attempt to fix a misfired gun as a bonus action.

 

Actions

Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.

Musket. Ranged Weapon Attack: +6 to hit, range 160/600 ft., one target, misfire 2, reload 2.  Hit: 12 (1d12 + 5) piercing damage.

Pistol. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target, misfire 1, reload 4. Hit: 10 (1d10 + 5) piercing damage.

Description

Warforged Captains are elite units created for the last war.  After it ended, they were left with nothing so many of them used their skills to become mercenaries.

Monster Tags: construct

Chateau95

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