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Elite Guardsman War-5 This is a typical elite human city guard or similar warrior, the type who might be found guarding the Duke's Palace or leading a squad of experienced guardsmen. He's tough enough to handle low-level threats, and backed up by a squad of fellow elite guards he can handle most low-medium level opponents. A line of elite halberdiers with weapons Readied will deter most foes from charging, and against lone 'heroes' the halberd can be used to Trip the opponent then hit him while he's down...

Male Human War5; CR 3*; Medium Humanoid; HD 5d8+10; hp 35; Init +1; Spd 30 ft (shirt) or 20 ft (plate); AC 15 (chain shirt) or AC 19 (full plate), touch 10, flat-footed 14 or 18;

Halberd Atk +10 melee dam: 1d10+4 (20x3), 5pt Power Attack Att +5 dam: 1d10+14 NB: Halberd does x2 damage if readied vs charge. Can Trip. Light crossbow ATT +7 ranged dam: 1d8 (19-20x2), rng 80’

Some elite guards use masterwork greatswords - base damage 2d6 (19-20x2), replace wf: halberd with wf: greatsword

SV Fort +6, Ref +2, Will +1; Str 16, Dex 12, Con 14, Int 10**, Wis 10, Cha 10 Skills: Listen +4, Spot +4, Intimidate +8 Feats: Weapon Focus (halberd), Power Attack, one other - typically Cleave.

  • With full NPC gear value would be CR 4.
    • Occasionally a highly Intelligent (Int 13) guardsman will have Improved Trip.

Possessions: masterwork chain shirt or masterwork full plate, masterwork light crossbow (10 bolts; 2 silver), masterwork halberd, potion of fire resistance ER 10, 2d6 gp.

Author: Simon Newman

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