Brave New Vardia Humanoid Crew Master-at-arms

creature

Master-at-arms

Drill Instructor

Ability Mod Save
STR 16 +3 +3
DEX 14 +2 +2
CON 16 +3 +3
INT 10 +0 +0
WIS 10 +0 +0
CHA 12 +1 +1

Medium Humanoid (Any)

Armor Class 18 (Breastplate & Shield)

Hit Points 30 (4d8+12)

Proficiency Bonus 2

Speed
30ft.
Challenge
1/2 (XP 100)
Gear
Scimitar, Breastplate, Shield, Horn
Reactive Charge
The Master-at-arms cannot be surprised while it is conscious, and can move up to its movement speed at the start of combat before any other creature has a chance to act.

Actions

Scimitar
Melee Weapon Attack, one target, 5ft., +5 to hit, 1d6+3 slashing damage.
Sound the Charge (3/Day)
The Master-at-arms blows its horn to inspire all allies that can hear it, increasing their speed by 10 feet until the end of their next turn.

Bonus Actions

Bark Order (3/Day)
The Master-at-arms shouts an order at another creature that can hear it. That creature can use its reaction to make one attack against a creature of its choice in range.

Experts in the art of maritime warfare, they create battle plans and enforce discipline, ensuring each of the crew perform to the best of their abilities. On land they would be on the lookout for handy recruits for the ship, particularly those handy in a battle.

~ Written by a Human Being ~

This entry last updated Dec 7 2025

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