Captain
Captain CR: 8
STR
18 +4
DEX
20 +5
CON
18 +4
INT
16 +3
WIS
16 +3
CHA
20 +5
Legendary Leadership Saves (3/day) - As a reaction the captain can apply a legendary save to any ally on the field Combat Initiative - The captain automatically applies +2 to every ally's initiative on the field Infectous Morale - Every ally on the field gains 5 hitpoints at the end of every one of the captain's turns
Actions
Multiattack - The captain makes one attack with his Type 14 or Katana, one use of Reinforcements, and one use of Encouragement Type 14 - 1d6+5 piercing, +9 to hit, 60/240 Officer's Katana - 2d6+4 slashing, +9 to hit, melee Reinforcements - The captain calls in a 2 CR unit from the Military section of the Monster Stat Blocks list. The unit appears within 30 feet of the captain, and rolls initiative Encouragement - The captain grants a 1d8 inspiration die to an ally on the field. The inspiration die dissapears at the end of the unit's next turn if it is not used
Bonus Actions
Direct orders - The captain uses his bonus action to grant one ally an additional turn at the end of his own turn
Reactions
Imposed Toughness - The captain can use his reaction to half the damage of a targeted attack made against an ally Undying Loyalty - When an allied unit would drop to 0 hitpoints, the captain can use a reaction to instead change it to 1 hitpoints
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