Medium Dragonkin , Chaotic Neutral
Captain Hakar al-Atam, Captain of the 4th Sword headquartered near the Magdar/Mharoti border, is a dragonborn. He claims the right to command the Company because of his skill at arms. His red and gold scales accent a long scar that slices across his face, from his eye to his chin. Captain Hakar is immensely proud, even arrogant, and confrontational when crossed or frustrated. He chews bits of dried meat compulsively, a habit that gives him dreadful breath. Equipment. Shatterbone (+1 maul), scale mail, dried meat, dice, wineskin, 85 gp
Action Surge (1/day). On his turn, Captain Hakar can take
one additional action in addition to his regular action.
He must finish a short or long rest before using this
feature again.
Great Weapon Fighting. When Captain Hakar rolls a 1 or
2 on a damage die for an attack he made with a melee
weapon wielded with two hands, he can reroll the die. He
must use the new roll. The weapon must have the twohanded
or versatile property for him to gain this benefit.
Improved Critical. Captain Hakar scores a critical hit on an
attack roll that is a natural 19 or 20.
Second Wind. On his turn, Captain Hakar can use a bonus
action to regain hit points equal to 1d10 + 4. He must
finish a short or long rest before using this feature again.
Shatterbone. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Fire Breath. Captain Hakar exhales flame in a 15-foot
cone. Each creature in the cone takes 7 (2d6) fire
damage, or half damage with a successful DC 12
Dexterity saving throw. Captain Hakar must finish a short
or long rest before using this attack again.