Multiattack. The Guard Captain makes two longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage plus 14 (4d6) poison damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Guard 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 captain. A creature can benefit from only one Leadership die at a time. This effect ends if the Guard Captain is incapacitated.
Description
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
The CR rating for this creature is not right. 1d8+4 slashing plus 4d6 poison puts its damage per round at 45, bringing its CR to 3. It's CR 1 only if you remove the poison damage.
I think you should do that anyway though, since I don't see why a guard captain would ever use a poisoned sword.
Thanks! How did you calculate that?
i would remove the poison damage, makes more sense in my opinion