Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain mail)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
8 (-1)
Skills Intimidation +1, Perception +2, Survival +2
Senses Passive Perception 12
Languages Primordial
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Linked Ally. Some faint royal magic empowers RHC agents, and protects those who follow their orders. Each allied soldier is linked to one PC, and acts on that PC's turn. When an allied soldier is reduced to 0 hit points he stabilizes as long as linked PC is within 100 feet. Once per day as a bonus action, a PC who is adjacent to an allied soldier linked to him can spend a hit die to have that soldier heal hit points equal to the die roll.

Druidic Guidance. The allied soldier has advantage on the first saving throw it makes each day.

Actions

Multiattack. The allied soldier makes two attacks.

Shortsword. Melee Weapon Attack: +3 to hit; reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Carbine. Ranged Weapon Attack: +3 to hit; range 50/150, one target. Hit: 7 (1d12 + 1) piercing damage. Special: The weapon misfires on a natural 1. Reloading requires an action or bonus action, limited how often the soldier can fire.

Alchemist Fire. Ranged Weapon Attack: +3 to hit; range 20/60, one target. Hit: Target catches on fire, taking 2 (1d4) fire damage at the start of each turn until it spends an action and succeeds on a DC 10 Dexterity check to extinguish the flames. Special: The soldier only has one flask.

Description

Equipment: chainmail, pack, shortsword, carbine, one flask of alchemist fire, leaf of Nicodemus

Xamwolf9

Comments

Posts Quoted:
Reply
Clear All Quotes