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Eldritch Knight Veteran (NPC) | ||||||||||||
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Medium Humanoid (Any Race), Any Alignment | ||||||||||||
Armor Class: 17 (splint) | ||||||||||||
Hit Points: 58 (9d8+18) | ||||||||||||
Speed: 30 ft. | ||||||||||||
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Skills: Athletics +5,Perception +2 | ||||||||||||
Senses: passive Perception 12 | ||||||||||||
Languages: Any one language (usually Common) | ||||||||||||
Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4 | ||||||||||||
Action Surge (Recharge: short or long rest). The knight may choose to take an additional action after completing an action.
Eldritch Strike. When the knight hits a creature with a weapon attack, that creature has disadvantage on its next spell save against your spell. Indomitable (Recharge: short or long rest). If the knight fails a saving throw, it may reroll it. Second Wind (Recharge: short or long rest). The knight may use a bonus action to regain 18 hit points. Spellcasting. The eldritch knight is an 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The knight has the following wizard spells prepared: War Magic. If the knight casts a cantrip, it may make one weapon attack as a bonus action. ActionsMultiattack. The veteran makes three longsword attacks, and if it has a shortsword drawn, it can also make a shortsword attack, or it may make three longbow attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. |
Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Eldritch Knights are mystic fighters that may cast spells.
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Based on the Eldritch Knight (5e) and SRD5:Veteran