Medium Humanoid (Any Race), Lawful Good
Armor Class 19 (breastplate)
Hit Points 59 (7d10 + 21)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +5, DEX +3
Skills Athletics +6, Insight +4, Investigation +5, Nature +5, Perception +4, Stealth +4
Senses Passive Perception 19
Languages Dwarvish, Elvish, Orc any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Alert. The constable gains a +5 bonus to initiative. The constable can’t be surprised while he is conscious. Other creatures do not gain advantage against the constable as a result of being hidden.

Trip Attack. Twice per short rest, when the constable hits with a weapon attack, he can attempt to knock his target down. If the target is Large or smaller, it must make a DC 11 Strength saving throw. On a failed save, he knocks the target prone.

Favored Enemies (Humans, Orcs). The constable gains a +2 bonus to damage with weapon attacks against the chosen creature types. He also gains advantage on Wisdom (Survival) checks to track and Intelligence checks to recall information about creatures of those types.

Disarming Attack. Twice per short rest, when the constable hits a creature with a weapon attack, he can attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. The target must make a DC 11 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.

Second Wind. The constable can regain 1d10+2 hp as a bonus action once per short rest.

Actions

Multiattack: The constable makes two attacks per turn and a third additional off-hand attack if dual-wielding two melee weapons.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing 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.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

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

Description

A constable is generally the highest ranking official of law enforcement in a particular city. They are generally experienced and of high moral ground.

The constable is often forced to hunt down criminals or those on the wrong side of the law. He tends to use non-lethal damage to do so, but at other times lethal force is needed to bring a criminal down, dead or alive. He leads with disarming or trip attacks, giving his quarry a chance to surrender. If they choose to fight, he has no qualms bringing the fight to them. If they choose to flee, he uses Action Surge to follow or to deal additional ranged attacks.

Lair and Lair Actions

Constable's Chambers. The constable’s chambers are simple, spartan, and spotless, much like the constable themselves. A four-post bed with spotless white linen dominates the main bedroom, and a fire smolders in a hearth nearby. A comfortable but straight-backed chair sits beside the fire, dinner uneaten on a tray beside it. Maps lay atop a massive table at the center of the room, and miniature armies stand in formation. Over the hearth, a pair of swords hang, crossed over one another. In one hilt, a topaz; in the other, a ruby.

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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