Guard Captain (5e Creature)

Guard Captain

Medium humanoid (any race), any alignment


Armor Class 17 (chain shirt, shield)
Hit Points 45 (7d8 + 14)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 13 (+1)

Saving Throws Wis +3
Skills Insight +3, Perception +3
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 1 (200 XP)


ACTIONS

Multiattack. 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.


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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