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.
- 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.
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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.
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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.
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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.