{"name":"Guard Captain ","challenge_rating":"1","xp":"200","types":"Humanoid (any race)","pb":"+2","size":"Medium","sizer":"NONE","languages":"Any one language (usualy common)","alignment":"Any","description":"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","armor_class":"17 (chain shirt, shield)","hit_points":"45 [roll:7d8-14]","strength":"15","dexterity":"14","constitution":"14","intelligence":"10","wisdom":"12","charisma":"13","base_movement_units":"ft","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception 13","skills":"Insight +3, perception +3","saving_throws":"WIS +3","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"","actions":"[b]Multiattack[\/b]. The captain makes two melee attacks.\r\n\r\n[b]Longsword[\/b]. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: [roll:1d8 + 2] piercing damage or [roll:1d10 + 2] slashing damage if used with two hands.\r\n\r\n[b]Shortbow[\/b]. Ranged Weapon Attack: +4 to hit, range 150\/600 ft., one target. Hit: [roll:1d6 + 2] piercing damage.\r\n\r\n[b]Leadership[\/b] (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.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"","tags":"","templateId":"2991","blockId":"1498967","world":"afe36070-d6cb-49a8-bb73-ea4703f77096","folder":"33843","isShared":"on"}