Unified Guard Force of Sacqueline and Hugo in Kobos | World Anvil

Unified Guard Force of Sacqueline and Hugo

"The Graycoats are hardly a threat. They've got their big wall, and they're aggressive enough, but they're loyal to coin. They might march on our terrain on the mayor's say-so, but without those big walls they crumble when they realize you're not impressed by the high step."   ~Ellayne Warbough, Sheriff of Alcedene  

Description

The Unified Guard Force of Sacqueline and Hugo is exactly what those words literally mean. The Stonecutters Society originally paid a mercenary army called the Graycoats to defend the Long Wall, but they rapidly supplanted both of the deputy forces of the two towns and now serve as the only guard force in either.  

Recruitment

They have a reputation for attracting lazy, dodgy types, the sort of sellswords that are rejected by more upstanding outfits.  

Leadership

The leadership of the force is traditionally split, with a Sheriff in both Sacqueline and Port Hugo. Of the two, the Sacquene Sheriff is considered to be the first among the equals.   Currently, they are led by Oskar and Midja, who are collectively and colloquially referred to as "the Twins."

Squad of Graycoats CR: 5

Medium horde of humanoids, any
Armor Class: Medium (AC 15)
Hit Points: 138 (12d20+12)
Speed: 30 ft

STR

19 +4

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills: Athletics +7
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: passive Perception 10
Languages: Common
Challenge Rating: 5

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium infantryman. Additionally, the horde is immune to any spell or effect that would alter its form.   Reactive. The horde can take one reaction on every turn in combat.   Mercenaries. This horde automatically succeeds on its first three morale checks it makes in one combat, but has disadvantage on all morale checks after that until it finishes a long rest.

Actions

Multiattack. The horde makes four spear attacks, or two spear attacks if the horde has half its hit points or fewer.   Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.   Spear Wall. Each creature of the horde's choice within 5 feet of the horde must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

A Squad of Graycoats; mercenaries in the employ of the Stonecutter's Guild
 

Graycoat Sergeant CR: 1/2

Medium humanoid (usually human), any
Armor Class: Medium (AC 15)
Hit Points: Hit Points 16 (3d8+3) 3d8+3
Speed: 30 ft

STR

13 +1

DEX

12 +1

CON

13 +1

INT

10 +0

WIS

11 +0

CHA

11 +0

Skills: Perception +2, Athletics +3
Senses: Passive Perception: 12
Languages: Common
Challenge Rating: 1/2

Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.

Actions

Multiattack. The sergeant makes two melee attacks.   Longsword (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8+2) slashing damage.   Longsword (Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d10+2) slashing damage.

Legendary Actions

This character has one legendary action, which it can take at the end of another character's turn.    Forward!: Every allied character within 60 ft. of this character can use its reaction to move up to its. movement towards an enemy character.   Take them out!: Every allied character within 60 ft. of this character can use their reaction to make an attack against an enemy within range that is below half of it's maximum hit points.   Pull back!: Every allied character within 60 ft. of this character can use their reaction to move up to half of their maximum movement away from enemy characters. This immediately triggers a morale check, and this movement does not trigger attacks of opportunity.  

A sergeant of the Graycoats
 

Graycoat Corporal CR: 1/4

Medium humanoid (usually human), any
Armor Class: Medium (AC 15)
Hit Points: 12 (2d8+4)
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Skills: Perception +1, Athletics +2
Senses: Passive Perception: 11
Languages: Common
Challenge Rating: 1/4

Pack Tactics. The corporal has advantage on an attack roll against a creature if at least one of the corporal's allies is within 5 ft. of the creature and the ally isn't incapacitated.   Together!: When the corporal hits a target, any ally within 10 ft. of the corporal that is in range of its target can use a reaction to make an attack at advantage against the corporal's target.

Actions

Multiattack. The sergeant makes two melee attacks.   Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) slashing damage.

Reactions

Pick Em Up: When an ally is reduced to 0 HP next to the corporal, the corporal can use its reaction to pick up the ally, restoring them to 1 HP.

A corporal of the Graycoats, mercenaries in the employ of the Stonecutter's Society.
 

Graycoat Private CR: 1/8

Medium humanoid (usually human), any
Armor Class: Light (AC 13)
Hit Points: Minion
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Skills: Athletics +2
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1/8

Mercenary. This character automatically succeeds at the first morale check it makes in a combat, but has disadvantage on every one after.   Minion. This creature has 2 HP. All sources of nonmagical damage dealt to this creature are reduced to 1 damage. If the attack is a critical hit or from a magical source that requires an attack roll, it does two. All sources of magical damage that require a saving throw for half damage does 2 damage unless this creature successfully saves, in which case the attack does one. Damage exploiting this creature's vulnerabilities instantly destroy it, and damage of a source that this creature is resistant against can do no more than 1 damage.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) slashing damage.   Restrain. This character can bind an enemy that is incapacitated or restrained within 5 ft. of it. The bound enemy is Restrained and cannot take actions except to attempt to burst the manacles with a Strength (Athletics) Check DC 25, pick the lock (if they have the means to do so) DC 20, or try to slip out of them with a DC 21 Dexterity (Athletics) Check.

Reactions

Time to Go: If this character fails a morale check, they can use their reaction to immediately move up to their maximum movement without invoking attacks of opportunity.

The rank-and-file of the Graycoats, mercenaries in the employ of the Stonecutter's Society.
 

Graycoat Champion CR: 1

Medium humanoid (usually human), any
Armor Class: Heavy (AC 18)
Hit Points: 24 (4d8+8)
Speed: 30 ft

STR

14 +2

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

12 +1

Saving Throws: Champions gain advantage on saving throws against fear effects
Skills: Athletics +6
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1

Champion: This character's presence gives all friendly creatures within 30 ft. of it advantage against fear effects (including morale checks). For the Men: This character can reroll one attack per round so long as there are friendly observers who can shout encouragements. Additionally, if they are being so observed and encouraged, they gain 1d10+4 1d10+4 temporary hit points as part of their initiative roll.

Actions

Multiattack. The champion makes two melee attacks.   Longsword (One-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage.   Longsword (Two-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10+3) slashing damage.   Disarm. This character makes a Strength (Athletics) Check against a Strength or Dexterity (Athletics) check made by its opponent. If the champion succeeds, the opponent's weapon is thrown 10 feet in a random direction.

Reactions

Cannot Fail: If dropped to 0 HP, this character can use its reaction to make a Constitution (Athletics) 1d20+6 check to instead drop to 1 HP. The DC for this check is the amount of damage they received from this attack. This ability only functions if they are within sight or hearing of allies who are actively encouraging them.

Legendary Actions

The Champion has three legendary actions, which it can take at the end of an enemy's turn. It can only take these actions if they are within sight and hearing of allies giving them active encouragement.   Brutal Blow. The Champion makes one Longsword Attack with advantage.   Trip. The Champion attempts to trip an opponent within five feet of it, with opposed Athletics Checks.   Spit (two actions). The Champion spits blood into its opponent's eye, blinding them for one round.

A decorated soldier of the Graycoats, mercenaries in service to the Stonecutter's Society.

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