Kelvyn of Urik
Medium humanoid (human), lawful neutral
Armor Class 16 (studded leather)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Abilities Str 14 (+2), Dex 18 (+4), Con 16 (+2), Int 13 (+1), Wis 13 (+1), Cha 14 (+2)
Saving Throws Str +5, Dex +7, Con +5
Skills Deception +5, History +4, Insight +4, Intimidation +5, Persuasion +5
Senses passive Perception 11
Languages Common, Dwarf, Elf, Giant
Challenge 6 (2,300 XP)
Fancy Footwork. When Kelvyn makes a melee weapon attack against a creature, that creature can’t make opportunity attacks against Kelvyn for the rest of Kelvyn’s turn.
Innate Spellcasting (Psionics) (1/Day). Kelyvn’s innate spellcasting ability is Wisdom (spell save DC 12). He can innately cast fear requiring no components.
Multiattack. Kelvyn makes four attacks with his scimitars or two attacks with his short bow. Alternatively, Kelvyn can make a single melee weapon attack against each creature within 5 feet of him, making a separate attack roll for each target; he cannot move between the attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed saving throw or half as much damage on a successful one.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Kelvyn can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Kelvyn. A creature can benefit from only one Leadership die at a time. this effect ends if Kelvyn is incapacitated.
Parry. Kelvyn adds 3 to his AC against one melee attack that would hit him. to do so, Kelvyn must see the attacker and be wielding a melee weapon.