Sir-Geraint
Geraint of Devon
Medium humanoid (human), lawful good
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 Geraint of Devon fails a saving throw, he can choose to succeed instead.
Restored Knight. Geraint of Devon adds his proficiency bonus to initiative rolls and cannot be surprised while conscious.
Knightly Bearing. Allies within 10 feet of Geraint of Devon have advantage on saving throws against being frightened while he is not incapacitated.
Actions
Multiattack. Geraint of Devon 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.
Guardian Spur (Recharge 5-6). Geraint of Devon 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. Geraint of Devon 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
Geraint knows how suspicion can sour love and honor. He returns to battle with discipline rebuilt.
Personality
He watches for deception and regrets quick judgment. He acts with care around bonds of trust.
Common Combat Tactics
- Studies the enemy line and picks the true threat.
- Keeps enemies engaged with Guardian Spur.
- Withdraws only to reposition around a protected companion.