Difference between revisions of "Zekaiyel Halam"
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Brave: The knight has advantage on saving throws against being frightened. <br> | Brave: The knight has advantage on saving throws against being frightened. <br> | ||
− | ACTIONS | + | ACTIONS <br> |
Multiattack. The knight makes two melee attacks. | Multiattack. The knight makes two melee attacks. | ||
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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. | 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 | + | REACTIONS <br> |
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. | 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. |
Revision as of 13:15, 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.