Difference between revisions of "Zekaiyel Halam"
(New page: Zekaiyel Halam, Knight Medium humanoid (Human), Lawful neutral Armor Class 21 (stone platemail, shield, Cloak of Protection) Hit Points 52 (8d8 + 16) Speed 30ft. STR 16 (+3) DEX 11 (+0) C...) |
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− | Zekaiyel Halam, Knight | + | Zekaiyel Halam, Knight <br> |
− | Medium humanoid (Human), Lawful neutral | + | Medium humanoid (Human), Lawful neutral <br> |
− | Armor Class 21 (stone platemail, shield, Cloak of Protection) | + | Armor Class 21 (stone platemail, shield, Cloak of Protection) <br> |
− | Hit Points 52 (8d8 + 16) | + | Hit Points 52 (8d8 + 16) <br> |
− | Speed 30ft. | + | Speed 30ft. <br> |
STR 16 (+3) | STR 16 (+3) | ||
Line 12: | Line 12: | ||
CHA 15 (+2) | CHA 15 (+2) | ||
− | Saving Throws Con +5, Dex +1, Wis +3 | + | Saving Throws Con +5, Dex +1, Wis +3 <br> |
− | Senses: passive Perception 10 | + | Senses: passive Perception 10 <br> |
− | Languages: Common | + | Languages: Common <br> |
− | Brave. The knight has advantage on saving throws against being frightened . | + | Brave. The knight has advantage on saving throws against being frightened. <br> |
ACTIONS | ACTIONS |
Revision as of 13:14, 12 November 2016
Zekaiyel Halam, Knight
Medium humanoid (Human), Lawful neutral
Armor Class 21 (stone platemail, shield, Cloak of Protection)
Hit Points 52 (8d8 + 16)
Speed 30ft.
STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
Saving Throws Con +5, Dex +1, Wis +3
Senses: passive Perception 10
Languages: Common
Brave. The knight has advantage on saving throws against being frightened.
ACTIONS Multiattack. The knight makes two melee attacks.
+1 Longsword: Melee Weapon Attack: +6 to hit, one target. Hit: 9 (1d8 + 4) slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (ld10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
REACTIONS Parry. The knight 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.