Sir-Meleagant

Meleagant
Medium humanoid (human), chaotic evil
Armor Class 18 (plate, shield) - Hit Points 212 (25d8+100) - Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 18 (+4) 15 (+2) 17 (+3) 18 (+4)

Saving Throws Str +10, Con +9, Wis +8, Cha +9
Skills Athletics +10, History +8, Insight +8, Persuasion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened
Senses passive Perception 18
Languages Common
Challenge 14 (11,500 XP)


Traits

Legendary Resistance (1/Day). If Meleagant fails a saving throw, he can choose to succeed instead.

Abductor Knight. Meleagant adds his proficiency bonus to initiative rolls and cannot be surprised while conscious.

Knightly Bearing. Allies within 10 feet of Meleagant have advantage on saving throws against being frightened while he is not incapacitated.


Actions

Multiattack. Meleagant makes 2 melee attacks.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) slashing damage.

Lance or Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (1d12+9) piercing damage.

Abductor's Snare (Recharge 5-6). Meleagant moves up to his speed without provoking opportunity attacks and makes one weapon attack. On a hit, the target takes an extra 14 radiant, psychic, or force damage, chosen to fit the scene.


Reactions

Parry. Meleagant adds +5 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.


Description

Meleagant turns courtly forms into predation. His courage curdles into entitlement.

Personality

He calls desire love and defeat treachery. He seeks advantage before he seeks honor.

Common Combat Tactics