Medium Humanoid (Any Race), Lawful Neutral
Armor Class 19 (splint mail, shield)
Hit Points 37 (5d10 + 10)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws STR +5, CON +4
Skills Athletics +4, Insight +2, Intimidation +2, Perception +2
Senses Passive Perception 12
Languages any one language (usually Common)
Challenge 1 (200 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+5 hp as a bonus action once per short rest.

Sharpshooter. Attacking at long range doesn't impose disadvantage on the city guard’s ranged weapon attack rolls. His ranged weapon attacks ignore half cover and three-quarters cover. Before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.

Actions

Multiattack. The elite city guard makes two attacks per round.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage.

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 bludgeoning damage.

Description

The elite city guards are exceptionally trained and armed soldiers, even more competent than those who fight on the fields of war. They are often privately funded or the guards of a large or very prosperous city. Often, posts in such a position are rewards for older soldiers who have distinguished themselves in war, now seeking a safer position. Elite city guards sometimes serve as officers amongst advanced city guard or captains among common city guard.

Elite city guards are well armored and able to withstand a greater amount of assault than their lesser brethren. They lay down heavy amounts of missile fire and do so using the Sharpshooter ability to full advantage.

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

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