Pack Tactics. The guard has advantage on an attack roll against a creature if at least one of the guard's allies are within 5 feet of the creature and the ally isn't incapacitated.
Martial Advantage. Once per turn, the guard can deal an additional 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft of an ally of the guard that isn't incapacitated.
Multiattack. The Guard makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Description
Citadel Guards are skilled fighters and will defend the Citadel to the death from all comers. They see themselves as anointed warriors and much better than the ordinary rabble that defend the Town. They will not obey anyone except a Holy Priest or Preistess, their captains or a Holy Paladin of the Citadel.
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