| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Alchemical Toughness. The Ashmantle has advantage on saving throws against poison and resistance to poison damage.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Ash Flask (2/Day). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 6 (2d4+1) fire damage, and the target must succeed on a DC 12 Constitution saving throw, or be blinded until the start of the ashmantles next turn.
Smoke Shroud (1/Day). As a bonus action, the Ashmantle Guard releases a vial of ash-smoke, heavily obscuring a 10 foot radius around it until the start of it´s next turn. The Guard can see through it´s own smoke.
Description
I created a variety of specialized guards as an alternative to the basic stat block. The Ashmantle Guard is a support unit that uses alchemical smoke bombs to blind their enemies.
In my campaign world the Ashmantle Guards are the soldiers of the mighty house Drakovar, which is known for political intrigues and their power over the banks, magical items and alchemical supplies.
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