Medium Humanoid (Any Race), Any Alignment
Armor Class 20 (plate, shield)
Hit Points 45 (8d8 + 16)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws STR +6, WIS +5
Skills Animal Handling +5, Perception +5
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Brave. The serjeant has advantage on saving throws agains being frightened.

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

MultiattackThe Serjeant makes three 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 serjeant 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 serjeant. A creature can benefit from only one Leadership die at a time. This effect ends if the serjeant 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.

Legendary Actions

The serjeant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The serjeant regains spent legendary actions at the start of its turn.

Weapon Attack. The serjeant makes a weapon attack.

Command Ally. The serjeant targets one ally it can see within 30 feet of it. If the target can see and hear the serjeant, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of serjeant's next turn.

Description

Serjeants at arms are professional soldiers drawn from the lower class and having won hard a good deal of experience. They have been promoted into officers to lead bodies of men whence their social betters are not available to do so. A serjeant at arms is a fearsome fighter, particularly on the back of a Warhorse.

Monster Tags: NPC

Environment: CoastalDesertForestGrasslandHillMountainUrban

SomeGuy223

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