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Captain Hakar

Medium Dragonkin , Chaotic Neutral

Armor Class 15 (scale mail)
Hit Points 39 [6d8+12]
Speed 30ft

STR
18 +4
DEX
12 +1
CON
15 +2
INT
10 0
WIS
13 +1
CHA
9 -1

Saving Throws Str +6, Con +4
Skills Athletics +6, Intimidation +1
Senses passive Perception 11
Languages Draconic, Trade Tongue
Challenge 2 (450 XP)


Description

Captain Hakar al-Atam, Captain of the 4th Sword headquartered near the Magdar/Mharoti border, is a dragonborn. He claims the right to command the Company because of his skill at arms. His red and gold scales accent a long scar that slices across his face, from his eye to his chin. Captain Hakar is immensely proud, even arrogant, and confrontational when crossed or frustrated. He chews bits of dried meat compulsively, a habit that gives him dreadful breath.   Equipment. Shatterbone (+1 maul), scale mail, dried meat, dice, wineskin, 85 gp



Action Surge (1/day). On his turn, Captain Hakar can take one additional action in addition to his regular action. He must finish a short or long rest before using this feature again.
Great Weapon Fighting. When Captain Hakar rolls a 1 or 2 on a damage die for an attack he made with a melee weapon wielded with two hands, he can reroll the die. He must use the new roll. The weapon must have the twohanded or versatile property for him to gain this benefit.
Improved Critical. Captain Hakar scores a critical hit on an attack roll that is a natural 19 or 20.
Second Wind. On his turn, Captain Hakar can use a bonus action to regain hit points equal to 1d10 + 4. He must finish a short or long rest before using this feature again.


Actions

Shatterbone. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Fire Breath. Captain Hakar exhales flame in a 15-foot cone. Each creature in the cone takes 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw. Captain Hakar must finish a short or long rest before using this attack again.


 

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