Medium or Small Humanoid, Neutral
AC 15    Initiative +1 (11)
HP 27 (5d8 + 5)
Speed 30 ft.
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
Skills Intimidation +2, Perception +2
Resistances Poison
Gear Chain Shirt, Scimitar, [Tooltip Not Found]
Senses Passive Perception 12
Languages Common (Erandorian)
CR 1/2 (XP 100; PB +2)
Traits

Alchemical Toughness. The Ashmantle has advantage on saving throws against poison and resistance to poison damage.

Actions

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.

Bonus Actions

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.

 

Habitat: Any

Durael_the_Vampire

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