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A deeply red cloaked human with strong sinewy hands, quick eyes, and one hand always always resting upon a broadsword hanging loosely by his side.  
{{Monster Statblock
 
|monster_name = Erferil, Captain of the Red Company
Erreril is Captain of the Red Company.
|image = Erferil Captain of the Red Company.png
|size = Medium
|type = Humanoid (Human)
|alignment = Neutral Evil
|ac = 18 (Plate Armor)
|hp = 136
|hit_dice = 16d8 + 64
|speed = 30 ft.
|str = 18
|dex = 14
|con = 18
|int = 14
|wis = 12
|cha = 16
|saving_throws = Str +8, Con +8, Wis +5
|skills = Athletics +8, Intimidation +7, Perception +5
|damage_vulnerabilities = —
|damage_resistances = —
|damage_immunities = —
|condition_immunities = —
|senses = Passive Perception 15
|languages = Common, Giant
|cr = 9
|xp = 5000
|traits = **Battle Tactics (Maneuvers).** Erferil has 4 superiority dice (d8s). He can expend one die to use a maneuver. **Second Wind (1/Short or Long Rest).** Erferil can use a bonus action to regain 1d10 + 16 HP. **Quick Eyes.** Erferil has advantage on Initiative rolls.
|actions = **Multiattack.** Erferil makes three attacks with his broadsword.
* **Broadsword (Two-Handed).** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. *Maneuvers (as part of an attack):* **Pushing Attack:** Target must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away.
|reactions = **Riposte.** If a creature misses Erferil with a melee attack, he can use his reaction and expend one superiority die to make a melee attack against that creature. **Commander's Defiance (2/Long Rest).** When a friendly creature within 30 feet fails a saving throw against being frightened or charmed, Erferil can use his reaction to allow that creature to reroll the save, taking the higher result.
|roleplaying_notes = Erferil is a deeply suspicious and calculating man. He values contract and coin above all but has a keen sense for when a situation is turning against him. He operates under the assumption that everyone is hiding something.
|campaign = Ivae Orr
|appearance = A tall, imposing human, clad in heavy but functional plate armor, covered by a deeply red cloak. His hands are strong and sinewy, and he always rests one hand loosely upon his broadsword.
|voice_mannerisms = Precise, economical, and dangerous. He speaks only when necessary and is prone to long periods of silence, observing his surroundings.
|bond = The survival and profitability of the Red Company.
|ideal = Professionalism. Every job has a price, and every contract must be fulfilled.
|flaw = Greed and Suspicion. He always suspects ulterior motives and will turn on allies if a more lucrative opportunity presents itself.
|info = Captain of the notorious Red Company. He travels a circuit between [[Oleg Keep]] and the Demi-Plane village of [[Demoray]] every 1-2 months. He has recurring business dealings with [[Aldous Accord]] but suspects Accord is hiding a greater agenda.
|equipment = Plate Armor, Red Cloak, Broadsword, 4 Superiority Dice (d8s).
}}
[[Category:Vellors Prison Campaign]]

Latest revision as of 21:46, 13 October 2025



Erferil, Captain of the Red Company

Medium Humanoid (Human), Neutral Evil


Armor Class 18 (Plate Armor) (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Str +8, Con +8, Wis +5
Skills Athletics +8, Intimidation +7, Perception +5
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 15
Languages Common, Giant
Challenge 9 (5000 XP)



**Battle Tactics (Maneuvers).** Erferil has 4 superiority dice (d8s). He can expend one die to use a maneuver. **Second Wind (1/Short or Long Rest).** Erferil can use a bonus action to regain 1d10 + 16 HP. **Quick Eyes.** Erferil has advantage on Initiative rolls.

Actions

    • Multiattack.** Erferil makes three attacks with his broadsword.
  • **Broadsword (Two-Handed).** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. *Maneuvers (as part of an attack):* **Pushing Attack:** Target must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away.

Reactions

    • Riposte.** If a creature misses Erferil with a melee attack, he can use his reaction and expend one superiority die to make a melee attack against that creature. **Commander's Defiance (2/Long Rest).** When a friendly creature within 30 feet fails a saving throw against being frightened or charmed, Erferil can use his reaction to allow that creature to reroll the save, taking the higher result.

Roleplaying Notes

Erferil is a deeply suspicious and calculating man. He values contract and coin above all but has a keen sense for when a situation is turning against him. He operates under the assumption that everyone is hiding something.


Additional Info

Appearance A tall, imposing human, clad in heavy but functional plate armor, covered by a deeply red cloak. His hands are strong and sinewy, and he always rests one hand loosely upon his broadsword.
Voice/Mannerisms Precise, economical, and dangerous. He speaks only when necessary and is prone to long periods of silence, observing his surroundings.
Bond The survival and profitability of the Red Company.
Ideal Professionalism. Every job has a price, and every contract must be fulfilled.
Flaw Greed and Suspicion. He always suspects ulterior motives and will turn on allies if a more lucrative opportunity presents itself.
Info Captain of the notorious Red Company. He travels a circuit between Oleg Keep and the Demi-Plane village of Demoray every 1-2 months. He has recurring business dealings with Aldous Accord but suspects Accord is hiding a greater agenda.
Equipment Plate Armor, Red Cloak, Broadsword, 4 Superiority Dice (d8s).

Creature Image
Erferil, Captain of the Red Company