Medium Humanoid (Human), Lawful Neutral
Armor Class 18 (chain mail, shield)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +3
Senses Passive Perception 13
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Leadership. For 1 minute, the Captian can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Captian. A creature can benefit from only one Leadership die at a time. This effect ends if the Captain is incapacitated.

Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Shield. Melee Weapon Attack: The Captain can use their shield to shove an opponent. They gain +2 on the Athletics check and deal 4 (1d4+2) damage on a successful shove in addition to knocking their opponent prone or shoving them away 10 ft.

Description

Crownsmen Captains are leaders of units of Crownsmen Guards. They are often adjudicators and leaders in civil and military matters. They are better trained and equipped than the average guard, so they can be formidable opponents.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

OrpheusMuse

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