City Watch Guards
City Watch Captain
Medium humanoid (any race), lawful neutral
Armor Class 17 (scale mail)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 13 (+1)
Skills Perception +2
Senses passive Perception 12
Languages one language (usually Common)
Challenge 4 (450 XP)
Special Traits
Tactical Insight. The city watch captain has advantage on initiative rolls. City watch soldiers under the captain’s command take their turns on the same initiative count as the captain.
Actions
- Multiattack. The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack.
- Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.
- Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Disarming Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the city watch captain’s choice. The item lands up to 10 feet from the target, in a spot selected by the captain.
Children
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