Medium Humanoid (Human), Any Alignment
Armor Class 16 (chain shirt)
Hit Points 18 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +3
Skills Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Strength in Numbers. The Wellness Division Guardsman is emboldened when in the company of their fellows. A Guardsman has advantage on an attack against a target if at least one of the Guardsman’s allies is within 5 ft. of the same target and engaged in combat with them.

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

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.


Sound the Alarm. The Members of the Vallaki Guardsman Corps are always willing to lend a hand to a fellow guardsman.

If not in a secluded location an archer may use an action to raise the alarm. By shouting or ringing a bell the alarm brings an additional 1d6+1 members of the city guard every 3 rounds, this effect stacks for every guard who raises the alarm.

Roll 1d8 for each new combatant when they arrive.

  • 1-3 = Wellness Division Guardsman,
  • 4-5 = Kindness Division Archer,
  • 6-7 = Joy Division Guardsman,
  • 8 = Benevolent Division Commander.

Description

The Wellness Division Guardsmen, or Welly’s as the locals call them, started out as the city watch in Vallaki, however during the early days of Vargas’ term as Burgomaster he decided that the idea of a city watch was unsettling and changed the name of the militia, he also ensure they would have much better training.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

tobyjwarner

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