Vulpin Captain

Humblewood Campaign Setting p. 207 (Third Party)

Tamaño
Mediano
Tipo
humanoid (vulpin)
Alineamiento
neutral malvado
CA
14 (studded leather)
Puntos de golpe
27 (5d8+5)
Velocidad
walk 30 ft.
Habilidades
Acrobatics +4, Perception +4
Sentidos
darkvision 60 ft.
Percepción pasiva
14
Idiomas
Birdfolk, Vulpin
Desafío
1
Linaje
Captain
FUE
13
+1
DES
15
+2
CON
12
+1
INT
14
+2
SAB
14
+2
CAR
12
+1

Rasgos

Proficiency Bonus

+2

Evasive

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

Acciones

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.

Reacciones

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.

Otros datos

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.