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AMATEUR GUARD OR AMATEUR SOLDIER

Armor Class 16 (Leather Armor and Shield)


Hit Points 8 (1d10 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +5, Con +4


Skills Intimidation +3, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1/2

Protection. When an ally of the guard within 5 ft. of the guard is attacked, the generic guard may impose
disadvantage on that attack as a reaction. (Guard)

Dueling. When wielding a single melee weapon in one hand and no other weapons, the soldier deals 2 additional
damage. (Soldier)
ACTIONS
Longsword. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 3) slashing damage. (Guard)
Hit: 10 (1d8 + 5) slashing damage. (Soldier)

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. (Guard)
Hit: 8 (1d10 + 2) piercing damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. (Soldier)
Hit: 9 (1d6 + 5) piercing damage.
GENERIC GUARD OR GENERIC SOLDIER
Armor Class 16 (Leather Armor and Shield)
Hit Points 16 (2d10 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +5, Con +4


Skills Intimidation +3, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1/2

Protection. When an ally of the guard within 5 ft. of the guard is attacked, the generic guard may impose
disadvantage on that attack as a reaction. (Guard)

Dueling. When wielding a single melee weapon in one hand and no other weapons, the soldier deals 2 additional
damage. (Soldier)

Action Surge. Once per short rest, the guard/soldier may gain one additional action on its turn.
ACTIONS
Longsword. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 3) slashing damage. (Guard)
Hit: 10 (1d8 + 5) slashing damage. (Soldier)

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. (Guard)
Hit: 8 (1d10 + 2) piercing damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. (Soldier)
Hit: 9 (1d6 + 5) piercing damage.
EXPERIENCED GUARD
Armor Class 17 (Chain Shirt and Shield)
Hit Points 24 (3d10 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +5, Con +4


Skills Intimidation +3, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1

Protection. When an ally of the guard within 5 ft. of the guard is attacked, the generic guard may impose
disadvantage on that attack as a reaction.

Action Surge. Once per short rest, the guard may gain one additional action on its turn.

Improved Critical. Both 19 and 20 count as a critical hit.


ACTIONS
Longsword. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 8 (1d10 + 2) piercing damage.
EXPERIENCED SOLDIER
Armor Class 17 (Chain Shirt and Shield)
Hit Points 24 (3d10 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +5, Con +4


Skills Intimidation +3, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1

Dueling. When wielding a single melee weapon in one hand and no other weapons, the soldier deals 2 additional
damage.

Action Surge. Once per short rest, the soldier may gain one additional action on its turn.

Combat Superiority. The soldier has 4 superiority dice, which are d8s. Its Maneuver Save DC is 13.

Feinting Attack. As a bonus action, the soldier may expend one superiority die to gain advantage on its next attack
against a creature within 5 ft. of itself. If that attack hits, the knight adds the superiority die to the damage roll.

Parry. When the soldier is damaged, it may roll one superiority die and reduce the damage by the roll + 2.

Riposte. When a creature attacks the soldier and misses, the soldier may use its reaction and expend one superiority
die to make a melee weapon attack against that creature and add the number rolled on the superiority die to the
damage.
ACTIONS
Longsword. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 5) slashing damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.
Hit: 9 (1d6 + 5) piercing damage.
VETERAN GUARD
Armor Class 18 (Scale Mail and Shield)
Hit Points 32 (4d10 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +6, Con +4


Skills Intimidation +4
Senses Passive Perception 12
Languages Common
Challenge 2

Clanking Scales. The guard has disadvantage on stealth rolls.

Protection. When an ally of the guard within 5 ft. of the guard is attacked, the guard may impose disadvantage on
that attack as a reaction.

Action Surge. Once per short rest, the guard may gain one additional action on his turn.

Improved Critical. Both 19 and 20 count as a critical hit.


ACTIONS
Longsword. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 8 (1d10 + 2) piercing damage.
VETERAN SOLDIER
Armor Class 18 (Breastplate and Shield)
Hit Points 24 (3d10 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +6, Con +4


Skills Intimidation +3
Senses Passive Perception 12
Languages Common
Challenge 2

Dueling. When wielding a single melee weapon in one hand and no other weapons, the soldier deals 2 additional
damage.

Action Surge. Once per short rest, the soldier may gain one additional action on his turn.

Combat Superiority. The soldier has 4 superiority dice, which are d8s. Its Maneuver Save DC is 14.

Commander's Strike. When the soldier attacks, it may use its bonus action and expend one superiority die to allow a
creature that can see and hear the soldier to use its reaction to make a weapon attack and add the superiority die to
the damage.

Parry. When the soldier is damaged, it may roll one superiority die and reduce the damage by the roll + 2.

Riposte. When a creature attacks the soldier and misses, the soldier may use its reaction and expend one superiority
die to make a melee weapon attack against that creature and add the number rolled on the superiority die to the
damage.
ACTIONS
Longsword. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
Hit: 11 (1d8 + 6) slashing damage.

Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target.
Hit: 10 (1d6 + 6) piercing damage.
EXEMPLARY GUARD
Armor Class 18 (Scale Mail and Shield)
Hit Points 40 (5d10 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +7, Con +5


Skills Intimidation +4
Senses Passive Perception 13
Languages Common
Challenge 3

Clanking Scales. The guard has disadvantage on stealth rolls.

Protection. When an ally of the guard within 5 ft. of the guard is attacked, the generic guard may impose
disadvantage on that attack as a reaction.

Action Surge. Once per short rest, the guard may gain one additional action on his turn.

Improved Critical. Both 19 and 20 count as a critical hit.

Multiattack. The guard may attack twice with its Longsword or once with its Crossbow.
ACTIONS
Longsword. Melee Weapon Attack. +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target.
Hit: 8 (1d10 + 2) piercing damage.
EXEMPLARY SOLDIER
Armor Class 17 (Chain Shirt and Shield)
Hit Points 40 (5d10 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 10 (0) 10 (0) 13 (+1)

Saving Throws Str +7, Con +5


Skills Intimidation +4
Senses Passive Perception 14
Languages Common
Challenge 4

Dueling. When wielding a single melee weapon in one hand and no other weapons, the soldier deals 2 additional
damage.

Action Surge. Once per short rest, the soldier may gain one additional action on his turn.

Combat Superiority. The soldier has 4 superiority dice, which are d8s. Its Maneuver Save DC is 15.

Commander's Strike. When the soldier attacks, it may use its bonus action and expend one superiority die to allow a
creature that can see and hear the soldier to use its reaction to make a weapon attack and add the superiority die to
the damage.

Parry. When the soldier is damaged, it may roll one superiority die and reduce the damage by the roll + 2.

Riposte. When a creature attacks the soldier and misses, the soldier may use its reaction and expend one superiority
die to make a melee weapon attack against that creature and add the number rolled on the superiority die to the
damage.

Multiattack. The soldier may attack twice with its Longsword or with its Javelin.
ACTIONS
Longsword. Melee Weapon Attack. +8 to hit, reach 5 ft., one target.
Hit: 11 (1d8 + 6) slashing damage.

Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target.
Hit: 10 (1d6 + 6) piercing damage.
KNIGHT
Armor Class 18 (Plate Armor)
Hit Points 40 (5d10 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 15 (+2) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Str +7, Con +5


Skills Intimidation +4
Senses Passive Perception 14
Languages Common
Challenge 4

Great Weapon Fighting. When wielding a melee weapon with two hands, the knight may re-roll a result of 1 or 2 on
its damage dice.

Second Wind. Once per short rest, the night may spend a bonus action to regain 11 (1d10 + 5) HP.

Action Surge. Once per short rest, the guard may gain one additional action on his turn.

Combat Superiority. The knight has 4 superiority dice, which are d8s. Its Maneuver Save DC is 15.

Feinting Attack. As a bonus action, the knight may expend one superiority die to gain advantage on its next attack
against a creature within 5 ft. of itself. If that attack hits, the knight adds the superiority die to the damage roll.

Rally. As a bonus action, the knight may expend one superiority die to grant temporary hit points equal to the
number rolled on its superiority die + 3 to a friendly creature that can both see and hear the knight.

Sweeping Attack. After hitting a creature with a melee weapon attack, the knight may expend one superiority die to
attempt to hit a second creature within 5 ft. of the original target and within the knight's reach. If the original attack
roll would have hit the second creature, it suffers damage equal to the number rolled on the superiority die.

Multiattack. The soldier may attack twice with its Greatsword, Lance, or Javelin.
ACTIONS (Note, due to the knight's Great Weapon Fighting Skill, it is recommended that the DM actually roll
damage for this creature rather than take the average. If the DM does not want to do this, he may estimate the effect
as adding +2 to the damage).
Greatsword. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit: 11 or 13 (2d6 + 4) slashing damage.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft. (disadvantage on attacks against creatures at 5 ft.), one target.
Hit: 11 or 13 (1d12 + 4) piercing damage.

Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.
Hit: 8 (1d6 + 4) piercing damage.
AMATEUR ARCHER
Armor Class 14 (Leather Armor)
Hit Points 7 (1d10 + 1)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 13 (+1) 12 (+1) 13 (+1)

Saving Throws Str +3, Con +3


Skills Stealth +5, Perception +2
Senses Passive Perception 13
Languages Common
Challenge 1/2

Archery. The archer gains +2 on attack rolls with ranged weapons.


ACTIONS
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target.
Hit: 8 (1d8 + 3) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target.


Hit: 7 (1d6 + 3) piercing damage.
GENERIC ARCHER
Armor Class 14 (Leather Armor)
Hit Points 14 (2d10 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 13 (+1) 12 (+1) 13 (+1)

Saving Throws Str +3, Con +3


Skills Stealth +5, Perception +2
Senses Passive Perception 13
Languages Common
Challenge 1

Archery. The archer gains +2 on attack rolls with ranged weapons.

Action Surge. Once per short rest, the archer may gain one additional action on its turn.
ACTIONS
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target.
Hit: 8 (1d8 + 3) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target.


Hit: 7 (1d6 + 3) piercing damage.
EXPERIENCED ARCHER
Armor Class 15 (Studded Leather Armor)
Hit Points 21 (3d10 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 13 (+1) 12 (+1) 13 (+1)

Saving Throws Str +3, Con +3


Skills Stealth +5, Perception +2
Senses Passive Perception 13
Languages Common
Challenge 1

Archery. The archer gains +2 on attack rolls with ranged weapons.

Action Surge. Once per short rest, the archer may gain one additional action on its turn.

Improved Critical. Both 19 and 20 count as a critical hit.


ACTIONS
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target.
Hit: 8 (1d8 + 3) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target.


Hit: 7 (1d6 + 3) piercing damage.
VETERAN ARCHER
Armor Class 16 (Studded Leather Armor)
Hit Points 28 (4d10 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 13 (+1) 13 (+1) 12 (+1) 13 (+1)

Saving Throws Str +3, Con +3


Skills Stealth +6, Perception +2
Senses Passive Perception 13
Languages Common
Challenge 2

Archery. The archer gains +2 on attack rolls with ranged weapons.

Action Surge. Once per short rest, the archer may gain one additional action on its turn.

Improved Critical. Both 19 and 20 count as a critical hit.


ACTIONS
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target.
Hit: 9 (1d8 + 4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5ft., one target.


Hit: 9 (1d8 + 4) piercing damage.
EXEMPLARY ARCHER
Armor Class 16 (Studded Leather Armor)
Hit Points 35 (5d10 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 13 (+1) 13 (+1) 12 (+1) 13 (+1)

Saving Throws Str +4, Con +4


Skills Stealth +7, Perception +3
Senses Passive Perception 14
Languages Common
Challenge 3

Archery. The archer gains +2 on attack rolls with ranged weapons.

Action Surge. Once per short rest, the archer may gain one additional action on its turn.

Improved Critical. Both 19 and 20 count as a critical hit.

Multiattack. The archer may attack twice with its Longbow or Rapier.
ACTIONS
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600, one target.
Hit: 9 (1d8 + 4) piercing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5ft., one target.


Hit: 9 (1d8 + 4) piercing damage.

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