Difference between revisions of "Zekaiyel Halam"

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(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
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Zekaiyel Halam, Knight <br>
Medium humanoid (Human), Lawful neutral
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Medium humanoid (Human), Lawful neutral <br>
Armor Class 21 (stone platemail, shield, Cloak of Protection)
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Armor Class 21 (stone platemail, shield, Cloak of Protection) <br>
Hit Points 52 (8d8 + 16)
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Hit Points 52 (8d8 + 16) <br>
Speed 30ft.
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Speed 30ft. <br>
  
 
STR 16 (+3)
 
STR 16 (+3)
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CHA 15 (+2)
 
CHA 15 (+2)
  
Saving Throws Con +5, Dex +1, Wis +3
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Saving Throws Con +5, Dex +1, Wis +3 <br>
Senses:  passive Perception 10
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Senses:  passive Perception 10 <br>
Languages: Common
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Languages: Common <br>
Brave. The knight has advantage on saving throws against being frightened .
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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.