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Captain of the Guard

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.

Recall Knowledge - Humanoid (Society): DC 22

Elite | Normal | Weak
Proficiency without Level

Captain of the GuardCreature 6

LNMediumHumanHumanoid
Source Gamemastery Guide pg. 234
Perception +15
Languages Common
Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8
Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3
Items +1 longsword, crossbow (20 bolts), dagger, full plate, steel shield (Hardness 5, 20 HP, BT 10)
AC 24 (26 with shield raised); Fort +14, Ref +12, Will +15
HP 95
Aura of Command (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.
Bravery 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.
Shield Warden 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.
Attack of Opportunity ReactionReaction
Shield Block ReactionReaction
Speed 20 feet
Melee Single ActionSingle Action longsword +18 [+13/+8] (magical, versatile P), Damage 1d8+11 slashingRanged Single ActionSingle Action crossbow +12 [+7/+2] (range increment 120 feet, reload 1), Damage 1d8+6 piercingShielded Advance Single ActionSingle Action Requirements The captain of the guard has their shield raised; Effect 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.

All Monsters in "Officers"

NameLevel
Archer Sentry2
Barrister-1
Captain of the Guard6
Executioner6
Guard1
Jailer3
Watch Officer3

Officers

Source Gamemastery Guide pg. 232
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.

Sidebar - Advice and Rules Deploying The Watch

If no guard is present, it takes at least 1–2 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2–3 rounds later.

Sidebar - Advice and Rules Jailbreak!

If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the infiltration subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!

Sidebar - Advice and Rules Raise The Alarm!

In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations.

Sidebar - Additional Lore Unusual Misdemeanors

  • Altering the weather without a permit
  • Consuming (or refusing to consume) intoxicating substances on celebration days
  • Failing to clean up after animal companions
  • Flying within city limits
  • Selling potions without a license