Acton Lindamor

Lord-Commander

Lord Acton is the Lord and Regent of the city of Lindamor and the Knight-Commander of the Knights of the Black Rose. His family has held the regency of Lindamor for many generations and are close to the royal family of Edenbourne. He is considered a fair and righteous leader and also one of the finest cavalry commanders in all of Erieasia.
Species
Children
Pronouns
he/him
Gender
Male
Eyes
Brown
Hair
Long Brown
Skin Tone/Pigmentation
Lightly tanned
Height
6' 2"
Weight
223 lbs.
Belief/Deity
Nima
Aligned Organization

Acton Lindamor

Medium Human, Lord-Commander of the Knights of the Black Rose, Lawful Good

Armor Class 19 (plate armor)
Hit Points 120 (16d8+48)
Speed: 30 ft

STR

18
( +4 )

DEX

12
( +1 )

CON

16
( +3 )

INT

14
( +2 )

WIS

10
( +0 )

CHA

18
( +4 )

Saving Throws CON +6, WIS +4
Skills History +6, Persuasion +8
Senses Passive Perception 13
Languages Common, Draconic, Orcish
Challenge Rating 8
Proficiency Bonus +3

Brave: The knight has advantage on saving throws against being frightened.   Rosethorn Armor: Any creature who succeeds on a melee attack against the Rose Knight takes 1d4 piercing damage.   Stalwart Defense: The Rose Knight gains a +1 to AC.   Champion of the Rose Order: The Rose Knight crits on a 19-20 on attack rolls.

Actions

Multiattack. The knight makes three melee attacks.   Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.   Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (1d10) 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.


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