Shieldman Captain (5e Creature)

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Shieldman Captain[edit]

Medium humanoid (any race), any alignment


Armor Class 19 (half plate, shield)
Hit Points 30 (4d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str + 6, Con +6
Skills Athletics +6, Perception +5
Senses passive perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP)


Pack Tactics. The shieldman captain has advantage on an attack roll against a creature if at least one of the shieldman's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shieldwall. With every ally that is 5 feet away from the shieldman captain that has a shield, the shieldman captain gains +1 to its AC. This stacks to a limit of +3 to AC, but this ability does not stack with the Defensive Reflex ability. The shieldman captain must be wielding a shield to gain this benefit.

Steadfast. The shieldman captain can't be frightened while it can see an allied creature within 30 feet of it.

ACTIONS

Multiattack. The shieldman captain makes two melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 9 (1d10 + 3) piercing damage if used with two hands to make a melee attack.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target Large or smaller, it must succeed on a DC 14 Strength save throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the shieldman 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 shieldman. A creature can benefit from only one Leadership die at a time. This effect ends if the shieldman is incapacitated.

REACTIONS

Defensive Reflex. The shieldman captain can spend his reaction to add his proficiency bonus (+3) to his AC against melee or range weapon attacks, and any ally that is 5 feet behind the shieldman captain can't be targeted by a melee or range weapon attack coming from his direction. The shieldman captain must be wielding a shield to gain this benefit.

snusrOl.png
A shieldman captain standing tall and proud, Source

Courageous, loyal, and inspirational. These are the qualities of a great leader, and a shieldman captain must have all these qualities before he can consider himself a great leader for the men under his or her command. The most sacred duty of a captain is both the safety and well being of the soldiers, yet another duty is to maintain discipline among the troops which is often made by being a leading example for them to follow.

Profession of War. To many families that hold military as a tradition, achieving the rank of a captain is but a simple footstep to higher statures. For the desire of being a high ranking officer is an ever strong thought at their minds, and must be reached and proven worth to hold such responsibility.



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