Small Humanoid (Gnome), Any Lawful Alignment
Armor Class 17 (half plate)
Hit Points 44 (6d8 + 20)
Speed 25 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Animal Handling +4, Athletics +3
Senses Passive Perception 10
Languages Common, Gnomish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

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

Fire Lance. Melee Weapon Attack: +5 to hit, reach 10ft, one target. Reach, Special. Hit: 9 (1d12 + 3) piercing damage, 2 (1d4) fire damage

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. Beetle Knights ride astride a carefully bred line of fire beetles, whose eerie red glow herald the cavalry charge. While significantly smaller than horse-based cavalry, the beetles' ability to scale walls affords superior manoeuvrability in tunnels or cities. The primary weapons of beetle knights are a short cavalry sabre and a battle lance with a superheated tip

Previous Versions

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2/3/2020 2:07:14 AM
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Monster Tags: NPC

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Jimmy_the_Bob

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