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Guard Captain CR: 1

Medium humanoid (any race), any
Armor Class: 17 (chain shirt, shield)
Hit Points: 45 7d8-14
Speed: 30 ft

STR

15 +2

DEX

14 +2

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

13 +1

Saving Throws: WIS +3
Skills: Insight +3, perception +3
Senses: Passive Perception 13
Languages: Any one language (usualy common)
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Actions

Multiattack. The captain makes two melee attacks.   Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage or 1d10+2 slashing damage if used with two hands.   Shortbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 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. The 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.

Suggested Environments

Urban


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