Simon Boulet
Medium Dragonborn General , Lawful Neutral
Armor Class 18 (plate)
Hit Points 255 30d8+120
Speed
30ft
Skills History +5, Insight +7, Persuasion +7, Perception +7
Senses Darkvision 60 ft., passive Perception 17
Languages Common, Draconic, Infernal
Challenge 13
Action Surge (Recharges after a Short or Long Rest). On the fighter's turn, it can take one additional action.
Fighting Spirit (Recharge 5-6). As a bonus action the fighter gains the following two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of its next turn.
Elegant Courtier. The fighter's discipline and attention to detail allows it to excel in social situations that require strict adherence to etiquette. The fighter adds its Wisdom modifier to any Charisma check made to persuade or please a noble or anyone else of high social station.
Great Weapon Master. On the fighter's turn when it scores a critical hit or reduces a creature to 0 hit points, it can make one melee weapon attack as a bonus action.
Additionally when the fighter rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon that it is wielding with two hands, it can reroll the die and must use the new roll.
Rapid Strike. The fighter can trade accuracy for swift strikes. If it has advantage on a weapon attack against a target on its turn, it can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the fighter can regain 25 hit points.
Actions
Multiattack. The fighter makes four attacks with its greatsword or makes four savage strikes.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage
Savage Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15) slashing damage
Breath Weapon (Recharges after a Short or Long Rest). The fighter exhales fire in an 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. The fighter adds 5 to its AC against one melee attack that would hit it. To do so, the fighter must see the attacker and be wielding a melee weapon.
Strength Before Death (Recharges after a Long Rest). The fighter's fighting spirit can delay the grasp of death. If the fighter takes damage that would reduce it to 0 hit points, it can delay that damage and immediately take a bonus turn, interrupting the current turn. The fighter doesn’t take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage it takes.
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