Hryngar Officer

Level 6
Creature· dwarfMediumLegacy
AC 24
HP 95
Speed 15 ft.
Fort +14
Ref +12
Will +15
Perc +15
Size Medium
Common
Spells
Occult Innate Spells (DC 21, attack +13)
Languages common, dwarven, sakvroth
Senses darkvision
Skills athletics +15, intimidation +13, diplomacy +11, society +10
Recall Knowledge society DC 22

Attacks

Melee Longsword +18/+13/+8(magical, versatile P)
Damage: 1d8+11 slashing
Ranged Crossbow +12/+7/+2 (range 120 ft.)(reload 1 ft.)
Damage: 1d8+6 piercing

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Aura of Commanddefensive(aura, emotion, mental)

30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves. Effect: Under Command Effect: Aura of Command

Braverydefensive

When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.

Light Blindnessdefensive

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Shield Blockdefensive

Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Shield Wardendefensive

When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain.

Shielded Advanceoffensive

Requirements The captain of the guard has their shield raised

The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty.

Description

The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.

Traits