Neart Lieutenant (5e Creature)

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Neart Lieutenant[edit]

Medium humanoid (neart), chaotic neutral


Armor Class 17 (splint)
Hit Points 102 (12d8 + 48)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 14 (+2) 16 (+3) 14 (+2)

Saving Throws Str +5, Dex +2, Con +4, Wis +3
Skills Athletics +5, Intimidation +2, Insight +3, Perception +3, Survival +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Goblin, Orc, Neartian, Sylvan


Aggressive. As a bonus action, the neart can move up to its speed toward a hostile creature that it can see.

Brute. A melee weapon deals one extra die of its damage when the neart hits with it (included in the attack).

Fey Ancestry. The neart has advantage on saving throws against being charmed, and magic can't put the neart to sleep.

Fey Slayer Weapons. The neart's weapon attacks are magical. When the neart hits a fey with any weapon, the weapon deals an extra 4 (1d8) extra damage.

Martial Advantage. Once per turn, the neart can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the neart that isn't incapacitated.

Quick Reflexes. The neart gets one extra reaction.

Raider. The neart has advantage on Charisma (Intimidation) checks and may make one as a bonus action.

Rampage. When the neart reduces a creature to 0 hit points with a melee attack on its turn, the neart can take a bonus action to move up to half its speed and make a bite attack.

Relentless (Recharges after a Short or Long Rest). If the neart takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Stability. The neart has advantage on saving throws or abillity checks against being pushed or knocked prone.

Wrestler. The neart has advantage on Strength (Athletics) checks to initiate a grapple and may make one as a bonus action.

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.

REACTIONS

Parry. The neart adds 3 to its AC against one melee attack that would hit it. To do so, the neart must see the attacker and be wielding a melee weapon.

Unbridled Fury. In response to being hit by a melee attack, the neart can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with grapple attempt.



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