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Halvor Ironfist
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{{Monster Statblock | monster_name = Constable Halvor Ironfist | image = Halvor Ironfist.png | size = Medium | type = humanoid (human) | alignment = Lawful Neutral | ac = 18 | hp = 51 | hit_dice = 6d10 + 18 | speed = 30 ft. | str = 18 | dex = 10 | con = 16 | int = 10 | wis = 12 | cha = 10 | saving_throws = Str +7, Con +6 | skills = Athletics +7, Perception +3 | damage_vulnerabilities = | damage_resistances = | damage_immunities = | condition_immunities = | senses = passive Perception 13 | languages = Common | cr = 4 | xp = 1100 | traits = '''Second Wind (Recharges after a Short or Long Rest).''' Halvor can use a bonus action to regain 1d10 + 6 hit points. '''Action Surge (Recharges after a Short or Long Rest).''' Halvor can take one additional action on his turn. '''Battle Master Maneuvers (4 Superiority Dice, d8).''' Halvor has the following maneuvers (Save DC 15): * '''Menacing Attack.''' When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. Halvor adds the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or be frightened until the end of Halvor's next turn. * '''Goading Attack.''' When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Halvor adds the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw or have disadvantage on attack rolls against targets other than Halvor until the end of Halvor's next turn. * '''Disarming Attack.''' When Halvor hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. Halvor adds the superiority die to the attack’s damage roll, and the target must make a Strength saving throw or drop the item. | actions = '''Multiattack.''' Halvor makes two attacks. '''Longsword.''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. | reactions = '''Parry (1 Superiority Die).''' Halvor adds 1d8 to his AC against one melee attack that would hit him. To do so, Halvor must see the attacker and be wielding a melee weapon. | legendary_actions = | roleplaying_notes = Enjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them. | campaign = | appearance = Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard. | voice_mannerisms = Cold and professional. He speaks in a monotone and only when necessary, often giving curt commands. | bond = Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life. | ideal = Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good. | flaw = Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations. | info = The Enforcer of the village, Halvor ensures all official tax collections and warrants are carried out smoothly and forcefully if necessary. | equipment = Plate Armor (AC 18), Shield, Longsword, Heavy Crossbow }}
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