Medium Humanoid, Any Lawful Alignment
Armor Class 20 (plate, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +7, CHA +7
Skills Athletics +7, Intimidation +7
Senses Passive Perception 12
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Martial Advantage. Once per turn, the guard commander can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the guard commander that isn't incapacitated.

Actions

Multiattack. The commander makes three melee or two ranged attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long rest). For 1 minute, the commander can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. The effect ends if the commander is incapacitated.

Reactions

Parry. The commander adds +2 AC against a melee attack that would normally hit it. To do so, the commander must see the attacker and be wielding a melee weapon.

Gingr96

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