Head Guard
Rank 1 · Type: Leader
A seasoned guard with a mace, a whistle, and a bellowing voice.
Motives & Tactics
Arrest, close gates, pin down, seek glory
Difficulty: 15 |
Damage thresholds: 7/13 | HP: 7 | Stress: 3
Standard attack:
ATK +4 | Mace | Melee | 1d10+4 phy
Experiences
-
Commander +2
-
Local Knowledge +2
Features
Rally Guards
— Action : Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.
On My Signal
— Reaction : Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.
Momentum
— Reaction : When the Head Guard makes a successful attack against a PC, you gain a Fear.
Source: SRD