Medium Humanoid, Lawful Neutral
Armor Class 17 (Half Plate, Shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +4
Skills Athletics +4
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Hunker Down (Recharge 5-6). The Guardsman can choose to forgo any actions on its current turn and instead gain an additional bonus to its AC and Dexterity saving throws equal to its shield modifier.

Actions

Spear Thrust. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Shield Shove (Recharge 3-6). The Guardsman uses its shield to bash an enemy creature within 5 feet of it. That creature must make a DC 12 Strength saving throw. A creature is knocked 10 feet away from the Guardsman on a failed save, or half as much on a successful one.

Reactions

Steel Aegis (Recharge 5-6). When an allied within 5 feet of the Guardsman takes damage from an attack roll or saving throw, the Guardsman can use its reaction to reduce the damage that creature takes by 3 (1d4 + 1).

Description

The Guardsmen of Courvas are a simple yet effect unit that makes up a large portion of the military of Courvas. The Guardsmen are heavily equipped for defense and will often be posted to reinforce and protect the towns, cities, caravans and other social locations under the holy kingdoms' rule. Many of the officers and other figures of notable rank among the military and clergy of Courvas will have at least a couple of Guardsmen to help assure their safety or the safety of their belongings. While the guardsmen are not particularly potent in terms of combat ability, they are respectable defenders that will give their lives to hold the line.

Crysader

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