___ > ## Captain Myrth >*Medium Humanoid (Tiefling), chaotic neutral* > ___ > - **Armor Class** 15 (studded leather) > - **Hit Points** 65(10d8 + 20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|14 (+2)|14 (+2)|11 (+0)|16 (+3)| >___ > - **Saving Throws** Str +4, Dex +4, Wis +2, Con +4 > - **Skills** Athletics +4, Insight +5 > - **Proficiency Bonus** +2 > - **Senses** Passive Perception 10 > - **Languages** Common, infernal, elvish, halfling, gnomish, and draconic > - **Challenge** 2 (450 XP) > ___ > ### Class Features > ***Dueling.*** When wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. > > ***Weapon Bond.*** When wielding his scimitar, he cannot be disarmed and can teleport it instantly to his hand. > ***Second Wind.*** You can use a bonus action to regain hit points equal to 1d10 + 3 (short rest) > ***Spellcasting.*** The captain has some spells inate to his race and is 2nd-level Eldritch Knight. Spellcasting ability is Intelligence (spell save DC 12, +2 to hit with spell attacks). He has the following wizard spells prepared: > > Cantrips (at will): *booming blade, message, thaumaturgy* > 1st level (2 slots): *Charm Person, Chromatic Orb, Identify* > 2nd level (special): *hellish rebuke (1 per day)* +2 CH >___ > ### Actions > ***Action Surge*** Take two attack actions on your turn, in addition to any bonus action. (short rest) > ***Scimitar.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage > ***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. > ### Reactions > ***Parry. *** The captain adds 2 to his AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.