Medium Humanoid (Dwarf, Elf, Half-Elf, Human), Any Lawful Alignment
Armor Class 18 Plate
Hit Points 70 (11d8 + 5)
Speed 35 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws CON +5
Skills Athletics +7, Performance +6
Damage Resistances Bludgeoning from non magical attacks
Condition Immunities Exhaustion
Senses Passive Perception 12
Languages Any language common to the area
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Martial Advantage. Once per turn, the commander can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the guard that isn't incapacitated

Actions

 

Multi-Attack. The Commander makes two attacks, each may hit separate targets.

Glaive. Melee weapon Attack: +7 to hit, reach 10-ft., one target, Hit: 8 (1d10 +3) slashing damage.

Command Troops. Once every round, the commander may use his entire turn to issue orders to nearby Iron-cap Soldiers. 

  • Cover Me. Iron-cap Guards will focus on attacking hostile creatures near the commander
  • Form-up!  Iron-cap Guards will enter Pike-Wall Focus Volley, and/or Shield Wall respectively in the designated area of the Commander's choice
  • Attack-at-will  Iron-cap guards will break any formation they may be in. All units get +1 to hit till the end of the next round.
  • Move!  Iron-cap Guards will focus on moving towards and following the Commander. 
Reactions

Parry. The Commander adds +2 AC against a melee attack that would normally hit it. To do so, the commander must be able to see the attacker. 

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 5:54:23 AM
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Coming Soon
fearthenom

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