Shieldman (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 16 (chain shirt, shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

14 (+2) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 10 (+0)

Skills Athletics +4
Proficiency Bonus +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Shieldwall. For each ally within 5 feet of the shieldman that is wielding a shield, the shieldman gains a +1 bonus to its AC, to a maximum of +3. The shieldman must be wielding a shield to gain this benefit.


Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

An Imperial Shieldman, Source
Steady. Steady.
You're soldiers of Gondor. No matter what comes through that gate, you will stand your ground.
—Said Gandalf the White to the spearmen and swordsmen of Gondor, Lord of the Rings: The Return of the King.

Being the most basic of infantry, the shieldmen are trained heavily to strengthen themselves and work as one unit. It is known that a shieldman is taught that if he fails in holding the line then all his comrades shall die with him; because of that, they usually don't accept failure of any kind. This causes most shieldmen to trust each other against all others.

In most parts of the world, the shieldman represents the main soldier of any army, war band, or legion. However, they sometimes are separated into two or more divisions with different equipment, forming groups such as the spearmen groups armed with spears to face cavalry, or swordmen groups armed with regular swords to face other troops in close combat.

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