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Sir Archibald Treadway in Dungeons & Dragons 5e

Sir Archibald Treadway CR: 1/4

Medium humanoid (human), neutral
Armor Class: 15 (Breastplate)
Hit Points: 22 (4d8 + 4)
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

12 +1

INT

12 +1

WIS

14 +2

CHA

16 +3

Saving Throws: Dexterity +3
Skills: Deception +5, Insight +4, Intimidation +5, Nature +3, Persuasion +5
Senses: Passive Perception 12
Languages: Common, High Mordentish
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Improved Critical. Sir Archibald's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Martial Role - Attacker. Sir Archibald has a +2 bonus to all attack rolls (included in the Rapier attack below).

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bonus Actions

Second Wind (1/Rest). Sir Archibald can regain hit points equal to 8 (1d10 + 3).

Reactions

Parry. Sir Archibald adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker & be wielding a melee weapon.

Suggested Environments

Urban


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