Guard Captain (5e Creature)
Guard Captain
Medium humanoid (any race), any alignment Armor Class 17 (chain shirt, shield)
Saving Throws Wis +3 ACTIONSMultiattack. The captain makes two melee attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage or 7 (1d10 + 2) slashing damage if used with two hands. Shortbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.
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Guard captains are particularly influential guards, being effectively one step higher in their chain of command. One may have authority over anywhere from two to twenty lower-ranking guards. When keeping watch over a large area with a sizeable unit, the captain tends towards a central position from which commands can be issued most effectively. If a captain swears fealty to a kingdom or other large organization, it is likely subservient to knights, generals, or high-ranking nobles. |
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