Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 17 (Breastplate, Shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws STR +5, DEX +4, WIS +3
Skills Athletics +4, Insight +4, Investigation +5
Senses Passive Perception 13
Languages Any two languages
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Multiattack. The captain makes three melee attacks with its sword

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

Bonus Actions

Orders. As a bonus action, the captain can order creatures under their command that are not deafened to apprehend or attack a target. While ordered, a creature has a + 5 on attacks made against the designated target until the captain's next turn.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

It takes a strong personality and a strong arm to keep a local militia in order; The Captain of the Guard has these in excess. To keep the barracks in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a Guard Captain craves control and order. A prisoner who can levy information for a larger bust is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the city's underbelly.

Previous Versions

Name Date Modified Views Adds Version Actions
7/14/2024 1:20:24 AM
28
7
1
Coming Soon

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Brintanicus

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