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Dotharan Oyemörn Searjant in Dungeons & Dragons 5e

Dotharan Oyemörn Searjant

Medium elf, half-elf, Any

Armor Class 20 (Plate, shield)
Hit Points 45 8d8+16
Speed: 30 ft

STR

13
( +1 )

DEX

17
( +3 )

CON

15
( +2 )

INT

11
( +0 )

WIS

15
( +2 )

CHA

13
( +1 )

Saving Throws STR d20+6 , WIS d20+5
Skills Proficiency Bonus +3
  Animal Handling d20+5 , Perception d20+5   Brave. The serjeant has advantage on saving throws against being frightened.   Pack Tactics. The Dotharan Oyemörn Searjant has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Condition Immunities Charm, sleep
Senses Passive Perception 15
Languages Any one language (usually Feloran)
Challenge Rating 5 (1,800 XP)

Description

Dotharan Oyemörn Searjants are professional soldiers drawn from the lower class and having won hard a good deal of experience, most of them having served for some time as semi-professional Oyemörn. They have been promoted into officers to lead Dotharan Oyemörns. A Dotharan Oyemörn Searjant is a fearsome fighter, particularly on the back of a Warhorse.


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

Actions

Multiattack. The Serjeant makes three melee weapon attacks.
  Arming Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 1d8+3 slashing damage.   Arquebus (Recharge 5 or 6). Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 9 2d8+2 piercing damage.   Leadership (Recharges after a Short or Long Rest). For 1 minute, the Dotharan Oyemörn serjeant 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 serjeant. A creature can benefit from only one Leadership die at a time. This effect ends if the serjeant is incapacitated.

Legendary Actions

The serjeant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The serjeant regains spent legendary actions at the start of its turn.
Weapon Attack. The Dotharan Oyemörn Searjant makes a weapon attack.
  Command Ally. The serjeant targets one ally it can see within 30 feet of it. If the target can see and hear the serjeant, the target can make one weapon attack as a reaction and gains advantage on the attack roll.   Frighten Foe (Costs 2 Actions). The targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of serjeant's next turn.


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