Medium Humanoid (Any Race), Any Alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Formation Training. At the start of its turn, the City Guard takes none or one of the following formations

Line Formation.
While two or more guards are adjacent to each other, they can use the Hail of Arrows action. Attack rolls against guards in this formation have advantage.

Rank Formation. While a City Guard is within 5 feet directly in front of or behind another City Guard (Archer), it can make twice as many ranged weapon attacks when it takes the Attack action. However, all ranged weapon attack rolls made while in this formation have disadvantage.

Ambush Formation. While the guard benefits from half cover or better, it can assume this formation. While in this formation, ranged attack rolls against the guard have disadvantage, its ranged weapon attacks deal half damage on a hit, and the range of its ranged weapon attacks becomes 60/150 feet. While in this formation, the guards movement speed becomes 0.

Loose Formation. While in this formation, the City Guard maintains a distance of at least 10 feet from its allies. While in this formation, the guard has advantage on Dexterity saving throws. Additionally, when an enemy moves within 5 feet of the guard, the guard can use its reaction to move 5 feet away without provoking opportunity attacks, provided its speed is greater than 0.

Actions

Multiattack. The City Guard makes two ranged weapon attacks.

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

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


 

Hail of Arrows (only in Line Formation). The guard launches a continuous barrage of arrows at a point on the ground within 150 feet. Until the start of the guard's next turn, arrows rain down in a 15-foot-radius area centered on that point. A creature must make a DC 13 Dexterity saving throw when it enters the area for the first time on a turn or starts its turn there. On a failed save, the creature takes 14 (4d6) piercing damage, and its speed is halved until the end of its turn.

Description

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

H3lbo

Comments

Posts Quoted:
Reply
Clear All Quotes