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Militia Captain in Dungeons & Dragons 5e

Militia Captain

Medium Any, Maroch Militia Captain, Lawful Neutral

Armor Class 14
Hit Points 40
Speed: 30 ft

STR

16
( +3 )

DEX

11
( +0 )

CON

14
( +2 )

INT

11
( +0 )

WIS

11
( +0 )

CHA

15
( +2 )

Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Any one
Proficiency Bonus +3

Brave. The militia captain has advantage on saving throws against being frightened.

Actions

Multiattack. The militia captain makes two melee attacks.   Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage.   Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 1d10 piercing damage.   Leadership (Recharges after a Short or Long Rest). For 1 minute, the militia captain can utter a special command or warning whenever a nonhostile 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 militia captain. A creature can benefit from only one Leadership die at a time. This effect ends if the militia captain is incapacitated.

Reactions

Parry. The militia captain adds 2 to its AC against one melee attack that would hit it. To do so, the militia captain must see the attacker and be wielding a melee weapon.


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