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Creatures

Captain Rurik Emberlane

A complete, table-ready profile for Captain Rurik Emberlane, including defenses, abilities, actions, tactics, and roleplaying guidance.

Statistics

Creature type Medium humanoid (dwarf), lawful good
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 25 ft.
Ability Scores STR 16 (+3), DEX 13 (+1), CON 14 (+2), INT 14 (+2), WIS 15 (+2), CHA 13 (+1)
Saves and Skills Strength +6, Constitution +5, Insight +4, Investigation +3, Perception +5; advantage on poison saves
Senses darkvision 60 ft., passive Perception 15
Languages Common, Dwarvish
Challenge 3 (700 XP)

Traits

Master Key. Rurik can deactivate an Ironfist tunnel guardian within 5 feet as an action. Watch Captain. Allies within 10 feet cannot be surprised while Rurik is conscious.

Actions

Multiattack. Two warhammer attacks. Warhammer. +6 to hit; 7 (1d8 + 3) bludgeoning. Heavy Crossbow. +4 to hit, range 100/400 ft.; 6 (1d10 + 1) piercing. Apprehend. After a melee hit, grapple at +6 Athletics.

Tactics and Roleplaying

Rurik seeks arrests and evidence, not kills. He deactivates guardians before fighting them and listens to a coherent case. His trust is earned by protecting elders and preserving records.

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