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
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.