Bestiary · Humanoid

Human PR 4

Captain of the Guard

A captain of the guard runs the town watch on a low-tech world, posting the gates, setting the curfew and deciding which troubles become arrests. The captain wears polished plate over a green gambeson and is armed with a longsword and a hand crossbow. When combat starts inside the walls, town guards arrive to reinforce the captain.

Captain of the Guard, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
17 (polished half-plate)
Hit points
78 (12d8 + 24)
Proficiency
+2
  • STR 16 +3 save +3
  • DEX 13 +1 save +1
  • CON 15 +2 save +4
  • INT 13 +1 save +1
  • WIS 15 +2 save +4
  • CHA 15 +2 save +2
Skills
Athletics +5 , Insight +4 , Intimidation +4 , Perception +4
Passive Perception
14
Languages
Common
Found in
Settlement , City

Traits

  • Turn Out the Watch

    When combat starts inside the town's walls, 1d4 town guards arrive at the end of the second round.

  • Lie Sense

    The captain has advantage on Insight checks made to tell whether a creature is lying.

Actions

  • Multiattack

    The captain makes two Longsword attacks.

  • Longsword

    +5 to hit · reach 5 ft.

    1d8 + 3 slashing damage

    A city-issue longsword with a captain's hilt.

  • Hand Crossbow

    +3 to hit · close range

    1d6 + 1 piercing damage

    A shot from a hand crossbow kept loaded on the belt.

  • Take Them Alive Bonus action

    One allied creature within 30 feet that can hear the captain can make one attack as a reaction. If the attack reduces a creature to 0 hit points, that creature is knocked out instead of killed.