Medium Humanoid (Any Race), Lawful Neutral
Armor Class 17 (chainmail, shield)
Hit Points 19 (3d10 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws STR +4, CON +3
Skills Athletics +4, Insight +2, Intimidation +2, Perception +2
Senses Passive Perception 12
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Action Surge. The city guardsman can take one additional action on top of his regular action and a possible bonus action once per short rest.

Improved Critical. The city guardsman’s attacks score a critical hit on a roll of 19-20.

Second Wind. The city guardsman can regain 1d10+3 hp as a bonus action once per short rest.

Actions

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8+2) piercing damage.

Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 bludgeoning damage.

Description

The advanced city guards represent a more well-trained and well-funded defense. A small to medium sized city might be able to defend themselves with these more competent city guards.

Advanced city guards are a much tougher breed. They’ve seen plenty of action and know how to fight. They use the same tactics as the regular guards, but are more reliable marksmen.

Lair and Lair Actions

Barracks. Rows of simple bunkbeds line the walls and center of the room. The stink of sweat lies heavily in the air, mingling with the sharp scent of oils and minerals used to polish armor. Weapons line the walls, ready to be drawn into action by the warriors that reside here. Several soldiers mill about the room and others sleep in the beds, preparing to rise with the moon for their watch.

Training Ground. The yard is split into quadrants, each identical in their dimensions. Racks of training weapons adorn each side—swords, spears, axes, and every weapon between. Shields, too, hang upon tiered racks, and a shelf carries padded training helms, breastplates, and gauntlets of every size. The smell of stale sweat permeates the air, and you see distinct dark spots on the yard where blood has spilled and dried.

Monster Tags: NPChumanoid

VelvetHammer369

Comments

Posts Quoted:
Reply
Clear All Quotes