Medium Humanoid (Dwarf, Elf, Half-Elf, Human), Any Lawful Alignment
Armor Class 16 Breastplate
Hit Points 26 (5d8 + 5)
Speed 35 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +4
Skills Perception +4
Damage Resistances Piercing
Senses Passive Perception 12
Languages Any language common to the area
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Covering Fire. Crossbowman gain +3 to hit any creature if they are within 10-ft of an ally. 

Focus Volley. If at least 3 Iron-cap Crossbowman are within 10 of each other, they may sacrifice their turns in order to focus fire on a 10-ft radius of a point they choose. Each guard may attack any creature within the zone. Additionally they may attack any creature that enter, or that start their turn in, the zone. At the end of every round they may choose to change the point of their focused fire.

Iron-cap Formations. City Guards automatically move adjacent to each other if an ally in formation becomes incapacitated, up until the guards reach a formation's minimum requirement. If any spell, attack, or condition would cause the formation to break, all non-incapacitated City Guards gain their turns back in the next round. 

Actions

Crossbow, Heavy. Ranged Weapon Attack: +4 to hit, range 100/400-ft., one target, Hit: 7 (1d10 +2) piercing damage.

 

Description

The Iron-cap soldiers are a branch of the City Guards noted by their signature silver Iron-helmets that are consistent in every Iron-cap regiment. They act as the law-enforcement within major cities, especially in those that house Nobility.

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2020 5:42:58 AM
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fearthenom

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