City Guardian (5e Creature)

From D&D Wiki

Jump to: navigation, search

City Guardian[edit]

Medium humanoid (any race), any alignment


Armor Class 18 (chain mail, shield)
Hit Points 37 (5d8 + 15)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +6, Con +5
Skills Athletics +6, Insight +3, Intimidation +2, Perception +3
Proficiency Bonus +2
Senses passive Perception 13
Languages Common
Challenge 3 (700 XP)


Alert. The guardian can't be surprised while they are conscious, has a +5 bonus to initiative and other creatures don't gain advantage on attack rolls against them as a result of being unseen.

Action Surge (1/Day). The guardian can make one additional action for one round.

Improved Critical. The guardian’s weapon attacks score a critical hit on a roll of 19 or 20.

ACTIONS

Multiattack. The guardian makes two attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

BONUS ACTIONS

Second Wind (1/Day). The guardian regains 10 (1d10 + 5) hit points.

REACTIONS

Protection. When a creature the guardian can see attacks a target other than them that is within 5 feet of them, they impose disadvantage on the attack roll.

City guardians are elite city guards with superior training and better equipment. They are only sent out to deal with threats conventional city guards can’t handle.

4.00
(one vote)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: