Sir-Ector

Ector de Maris
Medium humanoid (human), lawful good
Armor Class 18 (plate, shield) - Hit Points 178 (21d8+84) - Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 14 (+2) 16 (+3) 17 (+3)

Saving Throws Str +9, Con +8, Wis +7, Cha +8
Skills Athletics +9, 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 12 (8,400 XP)


Traits

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

Lake-Born Knight. Ector de Maris adds his proficiency bonus to initiative rolls and cannot be surprised while conscious.

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


Actions

Multiattack. Ector de Maris makes 2 melee attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage.

Lance or Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (1d12+8) piercing damage.

Lake Guard (Recharge 5-6). Ector de Maris moves up to his speed without provoking opportunity attacks and makes one weapon attack. On a hit, the target takes an extra 12 radiant, psychic, or force damage, chosen to fit the scene.


Reactions

Parry. Ector de Maris 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

Ector de Maris fights in Lancelot's shadow without losing his own worth. He brings steady courage to ugly battles.

Personality

He honors kin but refuses to live as an echo. He notices knights who need a place at the table.

Common Combat Tactics