Medium Humanoid (Any Race), Any Alignment
Armor Class 18 (halfplate, shield)
Hit Points 39 (6d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The serjeant has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Serjeant makes two melee weapon attacks.

Arming Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:  7 (1d8 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 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 knight 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The serjeant adds its 2 to its AC against one melee attack that would hit it . To do so, the serjeant must see the attacker and be wielding a melee weapon.

Description

Tough, no nonsense soldiers that are often experienced members of peasant levies and urban militias. These troops can often be found leading levied troops into battle. Occasionally, these men will be mounted, most often on the cheaper, but still sturdy Riding Horse.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

SomeGuy223

Comments

Posts Quoted:
Reply
Clear All Quotes