Swarm. The Company can occupy another creature's space and vice versa, and the company can move through any opening large enough for a Medium Guard. The company can't regain hit points or gain temporary hit points.
Many Eyes. The Company has advantage on Wisdom (Perception) checks, this also confers a +5 Passive Perception as per the standard rules. (Already included in Passive Perception Calculation)
Leadership. Yorelor helps keep the men in check, making the company immune to fear, and giving it advantage on saves against being grappled, knocked prone, or restrained.
Longbow (Company has more than half HP). Ranged Weapon Attack: +5 to hit, range 150/600. Hit 56(12d8+2) piercing damage
Longbow (Company has less than half HP.) Ranged Weapon Attack: +5 to hit, range 150/600. Hit 35(6d8+2) piercing damage
Spear (Company has more than half HP.) Melee weapon attack: +6 to hit, reach 5ft. Hit: 45 (12d6+3) piercing damage.
Spear (Company has less than half HP.) Melee weapon attack: +6 to hit, reach 5ft. Hit: 24 (6d6+3) piercing damage.
Description
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
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