Medium Humanoid, Lawful Neutral
Armor Class 15 chain shirt
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +5, Intimidation +2, Perception +3
Gear longsword heavy crossbow
Senses Passive Perception 13
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Squad Command.
Once per round, when a friendly creature within 10 ft. hits with an attack, it deals +1d4 damage.

Hold the Line.
While wielding a shield, the corporal has advantage on saves to resist being pushed, knocked prone, or frightened.

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 8 (1d8+3) slashing damage (or 9 [1d10+3] two-handed).

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target.
Hit: 6 (1d10+1) piercing damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

makes one melee attack 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Vanguard Corporals are the backbone of any defensive line. They lead small squads, hold chokepoints, and make decisions in the chaos of battle when higher command is nowhere to be found.

A corporal is rarely the strongest fighter on the field, but they are often the most reliable. They know how to read a fight, keep their people together, and maintain discipline when fear threatens to break the line. Many have scars from earlier campaigns and wear armor that has been repaired more times than replaced.

Among the Vanguard, corporals are trusted not because of rank, but because they have proven they can keep others alive

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ctrivenbark

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