Medium Any, Maroch Militia Captain, Lawful Neutral
Brave. The militia captain has advantage on saving throws against being frightened.
Multiattack. The militia captain makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 1d10 piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the militia captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the militia captain. A creature can benefit from only one Leadership die at a time. This effect ends if the militia captain is incapacitated.
Parry. The militia captain adds 2 to its AC against one melee attack that would hit it. To do so, the militia captain must see the attacker and be wielding a melee weapon.