Captain Tenny Javar

Warden of the Prison of St Solare

Description:

Medium, Eladrin (Lawful Good)

  • AC: 18 (Plate Armour)
  • HP 52
  • Speed 30ft (6sq)
    STR: 16(3) DEX: 13(2) CON: 14(2) INT: 13(2) WIS: 11(0) CHA: 11(0)
    Saving Throws CON (4), WIS (2)
    Sences: Passive Perception- 10
    Languages: Common, Elvish (Eladrin dialect)

Traits
Brave: has advantage on saving throws against being frightened.
Darkvision: Javar has superior vision in dark and dim conditions. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. Javar can’t discern color in darkness, only shades of gray.
Fey Ancestry. Javar has advantage on saving throws against being charmed, and magic can’t put you to sleep.

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.
Double Barreled Pistol. Ranged Weapon Attack: +4 to hit, 1d10 piercing, Ammunition (range 30/90), misfire, reload (2 shots)
Leadership (Recharges after a Short or Long Rest). For 1 minute, Javar 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 Javar. A creature can benefit from only one Leadership die at a time. This effect ends if Javar is incapacitated.

Reactions
Parry. Javar adds 2 to his AC against one melee attack that would hit him. To do so, Javar must see the attacker and be wielding a melee weapon.

Bio:

Captain Tenny Javar

Black Powder & Dark Magic Barabbas