Sir Travis Kelce, Knight of the Realm
Medium humanoid (human), lawful good
Armor Class 18 (plate)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 16 (+3) | 10 (+0) | 14 (+2) | 14 (+2) |
Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +5, Perception +4
Senses Passive Perception 14
Languages Common
Challenge 8 (3,900 XP)
Brave. Sir Travis has advantage on saving throws against being frightened.
Indomitable (3/Day). Sir Travis can reroll a saving throw he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). On his turn, Sir Travis can use a bonus action to regain 1d10+13 hit points.
Actions
Multiattack. Sir Travis makes three melee attacks: two with his longsword and one with his shield bash or handaxe.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage, or 11 (1d10 + 4) slashing damage if wielded with two hands.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 4) slashing damage.
Reactions
Parry. Sir Travis adds 3 to his AC against one melee attack that would hit him. To do so, Sir Travis must see the attacker and be wielding a melee weapon.