Sir-Mador-de-la-Porte

Mador de la Porte
Medium humanoid (human), lawful neutral
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

Gate Champion. Mador de la Porte adds his proficiency bonus to initiative rolls and cannot be surprised while conscious.

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


Actions

Multiattack. Mador de la Porte 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.

Trial Stroke (Recharge 5-6). Mador de la Porte 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. Mador de la Porte 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

Mador stands for accusation, trial, and the hard edge of formal justice. He fights as though every duel has witnesses.

Personality

He believes procedure keeps blood feuds from swallowing the realm. He can mistake rules for truth.

Common Combat Tactics