Sir-Dinadan
Dinadan the Witty
Medium humanoid (human), chaotic good
Armor Class 17 (plate, shield) - Hit Points 143 (17d8+68) - Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 16 (+3) | 18 (+4) | 14 (+2) | 15 (+2) | 16 (+3) |
Saving Throws Str +8, Con +8, Wis +7, Cha +8
Skills Athletics +8, History +7, Insight +7, Persuasion +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened
Senses passive Perception 17
Languages Common
Challenge 10 (5,900 XP)
Traits
Satirist Knight. Dinadan the Witty adds his proficiency bonus to initiative rolls and cannot be surprised while conscious.
Knightly Bearing. Allies within 10 feet of Dinadan the Witty have advantage on saving throws against being frightened while he is not incapacitated.
Actions
Multiattack. Dinadan the Witty makes 2 melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
Lance or Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (1d12+7) piercing damage.
Barbed Jest (Recharge 5-6). Dinadan the Witty moves up to his speed without provoking opportunity attacks and makes one weapon attack. On a hit, the target takes an extra 10 radiant, psychic, or force damage, chosen to fit the scene.
Reactions
Parry. Dinadan the Witty adds +4 to his AC against one melee attack that would hit him. He must see the attacker and be wielding a melee weapon.
Description
Dinadan survives Camelot by seeing through its grand performances. His blade is sharp; his judgment cuts deeper.
Personality
He mocks vanity and spares honest weakness. He avoids needless quests when common sense can win.
Common Combat Tactics
- Baits proud enemies into poor positions.
- Uses Barbed Jest before allies attack.
- Withdraws from losing exchanges and reengages from a better angle.