Multiattack. The Watchman makes two melee attacks.
Truncheon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bolas. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d4) bludgeoning damage. If the target is a Large or smaller creature, it must make a DC 12 Dexterity Acrobatics or Strength Athletics check. On a failure, the target creature's speed is reduced to 0. This condition lasts until a creature uses its action to free the target. Dealing 5 [slashing] damage to the Bolas (AC 10) also frees the target without harming it, ending the effect and destroying the Bolas.
Description
You can recognize any member of the City Watch by the uniform: a green-and-goldenrod doublet and a tall steel helmet. Each typically carries a long truncheon, a dagger, bolas, and a buckler.
Constables make up the majority of the Watch’s numbers. Constables patrol the city, settle small civilian matters, and ensure the Code Legal is enforced on a street level.
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