Ralar Dorn, mercenary captain - AI-generated fantasy Monster

Ralar Dorn, mercenary captain

Ralar Dorn began as a caravan guard and rose through three mercenary companies by surviving battles that killed better-known commanders. He does not fight for glory. He fights for contracts, leverage, and the promise that his soldiers will be paid. During The Eastern Wall Breaks, he has been hired to create a breach, hold it for ten minutes, and prevent defenders from reaching the inner gate.

MediumHumanoid(Human)CR Challenge 2Lawful neutral

Ralar Dorn, mercenary captain

humanoidhumanmercenarycaptaincontrollermilitarysiegetactical enemy
HP45AC15SPD30 ft.CR2 (450 XP)AthleticsIntimidationPerceptionSurvival
STR
14
save
DEX
16
save
CON
13
INT
10
WIS
12
CHA
14
Battlefield Nerve. Ralar has advantage on saving throws against being frightened while he can see at least one allied creature within 30 feet of him.
Commanding Strike. Once on each of Ralar's turns, when he hits a creature with a weapon attack, he can choose one allied creature within 30 feet that can see or hear him. That ally can move up to half its speed without provoking opportunity attacks.
Siegewise. Ralar ignores difficult terrain caused by rubble, broken masonry, and siege debris.
Multiattack. Ralar makes two attacks, using Scimitar and Heavy Crossbow in any combination.
Scimitar. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () slashing damage. If the target is within 5 feet of an ally of Ralar, the attack deals an extra 2 () slashing damage.
Heavy Crossbow. Ranged Weapon Attack: to hit, range 100/400 ft., one target. Hit: 6 () piercing damage. If the target is within 30 feet of Ralar, it must succeed on a Strength saving throw or be pushed up to 5 feet in a direction Ralar chooses.
Parry. Ralar adds 2 to his AC against one melee attack that would hit him. To do so, Ralar must see the attacker and be wielding a melee weapon or shield.
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