Medium Humanoid, Any Alignment
Armor Class 16 (chain shirt, shield)
Hit Points 32 (6d8 + 2)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Skills Perception +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

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.

Reactions

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.

Monster Tags: NPC

Environment: CoastalDesertForestGrasslandHillMountainUrban

Dark_Rose_Knight

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