Small Humanoid (Gnome), Any Lawful Alignment
Armor Class 15 (chain shirt)
Hit Points 25 (2d10 + 15)
Speed 25 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Passive Perception 12
Languages Common, Gnomish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 5 (1d6 + 3) slashing damage

Darts. Ranged Weapon Attack: +3 to hit, range 20 ft / 60 ft, one target. Hit: 4 (1d4 + 3) piercing damage

Gnomish Spear. Melee / Ranged Weapon Attack: +3 to hit, reach 5ft, one target. Thrown (20 ft / 60 ft), Versatile. Hit: 6 (1d6 + 3 [1d8 + 3]) piercing damage, 2 (1d4) lightning damage

Reactions

Spear-expert Opportunity Attack. When an opponent that is perceived by a gnome guard moves within 5 ft, it must roll a DEX save (DC15). On a failed save, the gnome guard may make a melee attack as a reaction.

Description

The Alarian Gnomish Legion emerged during the gnomish uprising that overthrew the plutocratic Council of Alaria, whose control over a peaceful yet tense continent had weakened. Long had the gnomes been treated merely as tinkerers, never as equals, and after a few haphazard inventions pushed the gnomes forwards technologically, they saw their moment. Alarian gnomes from far and wide volunteered themselves to the legion, each having their own reason to oppose the big folk, and to bring a new age forward. The Alarian Gnomish Legion smashed the private mercenary armies and ill-prepared standing troops of Alaria's duchies, fiefdoms, and principalities.

Alarian Gnomish Legionaires include numerous classes of soldier. Guards include members of a military camp watch, sentries of gnomish fortified structures, and the military police accompanying the legion and consolidating their gains. Their primary weapon is a mildly electro-conductive spear

Lair and Lair Actions

When gnomish legionary guards are located where there are reinforcements nearby, for example the front gate of a fort, or in the streets of an occupied village, they are treated as having a lair for the duration of the combat. If multiple guards are actively involved in combat, you may select which guard takes the lair action, but no more than one guard may take the lair action per turn.

Call for Aid. The gnome may call for aid. If the guard can see an opponent, or has been dealt combat damage this turn, Roll a d20 luck check. On a 15+, roll 1d4: that many reinforcements arrive. On a 20, roll 1d6 instead. 

Flare and Retreat. The gnome may seek to retreat towards shelter, or escape back towards where reinforcements reside. If the gnome is within 20 ft of either a door to a building, or a location with full cover on three or more sides, it may make a dash action and move towards that location. If it does, it launches a flare to signal trouble. Roll a d20. On a 15+, it rolls its next call for aid with advantage. On a 20, roll on call for aid immediately with advantage. On a 5 or less, the flare fails and misfires. Roll the next call for aid with disadvantage. On a 1, the flare misfires and explodes, dealing 2d10 damage in a 5 ft sphere centred on the guard. Roll for 1d4 reinforcements immediately.

Monster Tags: NPC

Habitat: CoastalForestGrasslandHillMountainUrban

Jimmy_the_Bob

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