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MENACE MANUAL: PALACE GUARDS (and LIEUTENANT)

The palace guards in and around Starfall.  The lieutenant is identical except 1 CR higher, a bit more hit points and the additional ability:

War Cry (1/Day). Each creature of the lieutenant’s choice that is within 30 feet of it, can hear it, and not already affected by War Cry gain advantage on attack rolls until the start of the lieutenant’s next turn. The lieutenant can then make one attack as a bonus action.

You will notice that essentially I built all the other named barbarians off this base.  That way they are thematically and mechanically linked.

PALACE GUARDUntitled
Medium humanoid (human), chaotic neutral

Armour Class 17 (splint mail armour)
Hit Points 175 (8d8 + 40)
Speed 20 ft.

STR 20 (+5)        DEX 16 (+3)       CON 18 (+4)
INT 11 (+0)        WIS 12 (+0)        CHA 11 (+0)

Skills Intimidation +2
Damage Resistances 2 DR vs. bludgeoning, slashing and piercing
Senses passive Perception 10
Languages Common, Hallit
Challenge 7 (2,900)

Aggressive. As a bonus action, the barbarian can move up to its speed toward a hostile creature that it can see.

Brute. The lieutenant gains an additional die of damage to its melee attacks (included).

ACTIONS          
Multiattack. The barbarian makes two attacks with its starfall spade.

Starfall Spade. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 19 (2d12 + 5) bludgeoning damage plus 2 plasma (fire/lightning) damage

Starfall Spade – Plasma Bolt. Ranged Weapon Attack: +6 to hit, range 40 ft. , one target.
Hit: 12 (4d6) plasma damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft. , one target.
Hit: 5 (1d10) piercing damage.

TACTICS  
During Combat A palace guard, raging as soon as combat begins, moves to attack with his Starfall spade in melee. The guards prefer to use their crossbows only when attacking from arrowslits or when there’s no way for them to reach their foes in melee. Tek Makul has ordered all his guards to take foes alive when possible, and as such they only attempt to kill foes when they might be faced with death themselves.

Morale Most palace guards flee if reduced to fewer than 10 hit points, but 25% of them will fight to the death.

GEAR
Gear banded mail, Starfall spade, mwk light crossbow with 10 bolts, 1d12 silver disks

Posted in Dungeons & Dragons

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