Medium Humanoid (Any Race), Any Lawful Alignment
Armor Class 15 (studded leather, shield)
Hit Points 27 (6d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Senses Passive Perception 13
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The watchman has advantage on an attack roll against a creature if at least one of the watchman's allies is within 5 feet of the target and the ally isn't incapacitated.

Actions

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

Bolas. Ranged Weapon Attack: +4 to hit, range 20/60, one target. Hit: 1 bludgeoning damage. If the target is a Larger or smaller creature, it must make a DC 12 Dexterity or Strength saving throw or be knocked prone and be restrained. Any creature hit like this can make a DC 14 Strength (Athletics) roll at the beginning of their every turn to break free. Another creature may also spend their bonus action removing the bolas from the creature. Creatures without limbs (such as oozes or fire elementals) are immune to this effect.

Description

"Oh, that's down Moira's Walk, 'bout five blocks, then two blocks west down Cotton Alley. Beware of any shady's, I hear Smiley Mack's been workin' the streets down there." - Umben Corsland, watchman.

City watchmen walk the streets of townships and occasionally patrol local communities to secure order and safety. The watch are usually a part of the watch by trade, though watchmen in poorer towns may take second jobs or bribery to get by.

Monster Tags: NPC

Habitat: Urban

Jakebit

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