Shieldman (5e Creature)
Shieldman[edit]
Medium humanoid (any race), any alignment Armor Class 16 (chain shirt, shield)
Skills Athletics +4 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. ACTIONSSpear. 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.
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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. |
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