Free interactive D&D 5e SRD stat block

Guard Captain

Medium Humanoid, CR 4, AC 18, 75 HP. Neutral.

Medium Humanoid, Neutral

AC
18
Initiative
+4 (14)
HP
75 (10d8+30)
Speed
30 ft.
ScoreModSave
STR 18 +4 +4
DEX 14 +2 +2
CON 16 +3 +3
INT 12 +1 +1
WIS 14 +2 +2
CHA 13 +1 +1
Skills
Athletics +6 , Perception +4
Senses
Passive Perception 14
Languages
Common
CR
4 (XP 1,100; PB +2)
Gear
Breastplate, Javelins (6), Longsword, Shield

Actions

Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6+4) Piercing damage.

Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10+4) Slashing damage.

How to run Guard Captain

A guard captain is the named officer behind the line of regular guards. CR 4, AC 18, 75 HP, and a multiattack that does real damage at low levels: two attacks at +6, longsword for 15 slashing or javelin for 14 piercing at melee or 30/120 range. The captain is what makes a city watch encounter dangerous instead of a rolling joke.

Run the captain as the brain of the squad. They open by giving orders, not attacking. A free verbal command on the captain's turn redirects subordinate guards to focus a single PC or fall back to a chokepoint. Use the captain's first round to throw two javelins at the party's caster from 30 ft. while the line of guards engages the front. Range 30/120 means the captain stays out of sword reach until the line breaks.

Once melee is unavoidable, the captain steps in with longsword and shield. AC 18 is high for the level range that fights captains, so the party will miss often. Athletics +6 lets the captain Shove a flanking rogue prone before swinging. With two attacks per turn and 75 HP, a captain takes two to three rounds for a tier-2 party to drop, which is exactly long enough for the rest of the squad to matter.

Guard captains have morale. WIS 14, no Frightened immunity, but a captain doesn't run while their squad is fighting. Once the squad is broken, the captain either surrenders (if the party takes prisoners) or fights to the death (if they have a personal stake, like the party just killed their lieutenant). Pick the choice that serves the campaign and play it through.

Give the captain a name and a visible insignia before initiative. When the party kills them, the city has a funeral and the next captain knows the party's faces.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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