Durnam Shaw
DURHAM SHAW, CAPTAIN OF THE WALL
Spellscar Bearer. The one thing that everyone in Neverwinter can say about Durham Shaw is that he bears a spellscar. And that's about it, thus, there are many stories about him: a deformed, three-handed monster, a spawn of demons kidnapping citizens at midnight, or finally, a clever aberration that only appears to be human and took control over the Wall to destroy it and let more of his kind into the city.
The truth is much simpler: Shaw is an experienced human warrior and a rather handsome man, despite old-looking scars on his forehead and left chick. When his Spellscar manifests, those scars are covered with twisted arcane Runes, burning with the blue flame. Shaw refrains from using the powers of the Spellscar, which he long-struggled to control, however, some of his soldiers witnessed their display: touched monsters turned into bubbling mass of molten flesh, or they saw his eyes alight with azure flame, which revealed hiding monsters.
Despised yet Followed. Many people despise him because he was allowed to stay in the city, instead of being sent to Helm's Hold for treatment like everyone else. The word is, he receives a special treatment from Lord Protector, as his personal friend, distant relative or maybe even lover. Shaw's command of the Wall is strict, infallible and effective, and his bravery in battle has earned him quite a respect among soldiers despite their prejudice against his condition, even though many wouldn't ever admit to it openly; not once, Shaw himself charged among the foes and saved his subordinates' lives, while risking his own. For now, the common goal to protect Neverwinter from the Chasm's spawns prevails over prejudice and unites guardians of the Wall, under Shaw's command. Nonetheless, the unrest among soldiers grows.
CAPTAIN DURHAM SHAW
Medium humanoid (human), neutral good
Armour Class 1 7 (half plate)
Hit Points 82 (11d8 + 3 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 13 (+1) 15 (+2) 9 (-1)
Saving Throws Con +6, Wis +5
Skills Athletics +7, Medicine +5, Insight +5, Perception +5, Persuasion +2
Senses passive Perception 1 5
Languages Common
Challenge 5 (1,800 XP)
Brave. Shaw has advantage on saving throws against being frightened.
Burning Gaze (Recharges after a Short or Long Rest). As a bonus action, Shaw can have each hostile creature within 30 feet of him to glow with an outline of blue flame losing any benefit of being invisible or hidden. Additionally, all attacks against the creature have advantage until the end of Shaw's next turn.
Improved Critical. Shaw's weapon attacks score a critical hit on a roll of 19 or 20.
Spellscar Susceptibility. Shaw has disadvantage on all saving throws against abilities and spells of plaguechanged or other spellscarred creatures, and the Spellplague effects. Additionally, those creatures have advantage on attack rolls against him.
Spellplague Sense. Shaw knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within 30 feet of him.
Action
Multiattack. Shaw makes three melee weapon attacks.
Greatsword. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) slashing damage.
Unravelling Touch (Recharge 6). Melee Spell Attack, +4 to hit, range 5 ft, one target. Hit. 11 (3d6 + 1) fire damage plus 11 (3d6 +1) necrotic damage, and the target must succeed on DC 14 Constitution saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on success.
Reactions
Parry. Shaw adds 2 to his AC against one melee attack that would hit him. To do so, Shaw must see the attacker and be wielding a melee weapon.
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