Sid
Sid is a member of the Knights of the Wrequeners
Sid
Medium Half-Elf, Knight, Neutral Good
STR
16
( +3 )
DEX
13
( +1 )
CON
16
( +3 )
INT
12
( +1 )
WIS
11
( +0 )
CHA
15
( +2 )
Description
A Knight of the Wrequener
Brave. The knight has advantage on saving throws against being frightened.
Zataran Nail Shard: Sid's Constitution score can't be below 16 (up from 14)
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Zataran Nail Shard: As an action the Shard can be slammed into the ground to cause a shockwave in a 30 foot radius around it, with the following effects:
The ground becomes difficult terrain
Any creature concentrating must make a DC 20 Constitution saving throw to maintain concentration
Any creature on the ground must make a DC 15 Dexterity saving throw or be knocked prone
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
History
Prehistory
Rookie Knights Arc
Encounter at the Job Board
Sid was approached by Cataclysm and Kail Nephris at the job board as they attempted to learn how to sign up for jobs.

Comments