| Ability |
Mod |
Save |
| STR |
16 |
+3 |
+5
|
| DEX |
14 |
+2 |
+2
|
| CON |
16 |
+3 |
+3
|
| INT |
10 |
+0 |
+0
|
| WIS |
10 |
+0 |
+0
|
| CHA |
14 |
+2 |
+2
|
Medium
Humanoid (Any)
AC
18
(Breastplate & Shield)
HP
30
(4d8+12)
- Speed
- 30ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Skills
-
Intimidation +4,
Athletics +5
- Gear
- Scimitar, Horn, Breastplate, Shield
- 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
- Multiattack
- The Master-at-arms makes two Scimitar attacks.
- Scimitar
- Melee Weapon Attack, one target, 5ft., +5 to hit, 1d6+3 slashing damage.
- Warhorn (1/Day)
- The Master-at-arms blows its horn and shouts a rousing battlecry, granting all allies that can hear it Advantage on the next saving throw made within 1 minute.
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.
Notes
Masters at arms are experts in the art of combat and war strategy, trained in maritime warfare. At sea they draw up 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 recruits for the ship, particularly those handy in a battle.