Vulpin Captain

Humblewood Campaign Setting p. 207 (Third Party)

Size
Medium
Type
humanoid (vulpin)
Alignment
neutral evil
AC
14 (studded leather)
Hit Points
27 (5d8+5)
Speed
walk 30 ft.
Skills
Acrobatics +4, Perception +4
Senses
darkvision 60 ft.
Passive Perception
14
Languages
Birdfolk, Vulpin
Challenge
1
Lineage
Captain
STR
13
+1
DEX
15
+2
CON
12
+1
INT
14
+2
WIS
14
+2
CHA
12
+1

Traits

Proficiency Bonus

+2

Evasive

The captain includes their Intelligence modifier as a bonus to their Dexterity saving throws.

Actions

Multiattack

The captain makes two attacks.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Short sword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Short bow

Melee Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions

Parry

The captain adds 2 to their AC against one melee attack that would hit them per round. The captain must see the attacker and be wielding a melee weapon.

Other data

description

Captains are respected among the bandit forces, leading units on raids and ambushes, and sometimes running the operations of an entire camp. While captains are among the more skilled warriors in the coalition, involvement with day-to-day operations grants them a certain rapport with even the low-ranking bandits. This leadership, coupled with their prowess, allows them to rally or kowtow those foolish enough to consider desertion. Vulpins, with their natural ambition, cunning, and force of personality, can readily be found climbing to the rank of captain.