Brave. The Crimson Fencer has advantage on saving throws against being frightened.
"En Garde!" The Crimson Fencer begins the encounter in the En Garde state which provides a +4 to DEX saving throws when avoiding both spells and physical attacks. When hit with an attack or spell The Crimson Fencer returns to its basic and lax stance.
Multiattack. The knight makes two melee attacks.
Silver Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Derringer. Ranged Weapon Attack: +2 to hit, range 30/55 ft., one target. Hit: 5 (1d10) piercing damage.
Dark Leadership (Recharges after a Short or Long Rest). For 1 minute, the fencer can utter a special command or warning whenever a hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand The Crimson Fencer. A creature can benefit from only one Leadership die at a time. This effect ends if The Crimson Fencer is incapacitated.
Parry. The fencer adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
The calm and noble men of The Crimson Court are not only the face of the Court but also extremely deadly. Brought up and trained by expert swordsmen they dominate the battle with their silver rapier and stop fleeing foes with their light crossbow. Their relatively normal figure isn't ravished by the effects of the Crimson Curse, allowing them to blend in and charm their way to the top.
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