Medium Humanoid (Dwarf, Elf, Half-Elf, Human), Any Lawful Alignment
Armor Class 16 Breastplate
Hit Points 32 (5d8 + 5)
Speed 35 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +4
Damage Resistances Bludgeoning from non magical attacks
Senses Passive Perception 10
Languages Any language common to the area
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Martial Advantage. Once per turn, the guard can deal an extra 7 (2d6) 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.

Pike Wall. If at least 3 Iron-cap Pikeman are next to each other, they may sacrifice their turns to form a Pike Wall. All who join this formation receive 10-temporary hit-points. They may attack any creature that comes within 10-ft. in front of them, and any creature that starts their turn in this range; however this formation is weak in the rear, they are considered vulnerable to all damage received from behind. Additionally, any creatures that charge into this formation receive an additional 7 (2d6) if they traveled at least 10-ft. in a straight line.

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

Pike. Melee weapon Attack: +4 to hit, reach 10-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 3:21:13 PM
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