Castle

From common townsfolk and guards to the Castle's army units.

Castle: Good Morale.

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.

Town Guard
Lvl 1/3 human - Ranged
15
Choose one:
  • Shoot..

    Range 8

  • Dagger slash.

Equipped with hand crossbow and dagger. Hence the lower damage.

Pikeman
Lvl 1/2 human - Melee
M15
  • Pike poke.
Guard
Lvl 1/2 human - Ranged
M15
Choose one.
  • Shoot(x2)..

    Range 8

  • Dagger Slash.
Guard
Lvl 1 human - Defender
H15
Defender.

Unarmored adjacent allies gain medium armor. Adjacent allies with medium armor gain heavy armor.

The halberdier has one action and one reaction per turn.
  • Action - Thurst..

    Reach 2

  • Action - Cleave.
  • Reaction - Parry.

    Reduce the primary attack die by 1 of a melee attack against an ally within Reach 2.

Lvl 1 human - Melee
M20
Bulky.

Has advantage on STR saving throws.

  • Longsword strike.
Lvl 1 human - Melee
26
Bulky.

Has advantage on STR saving throws.

  • Strike..

    Melee or range 8

remixed from Swordsman by HHolyTrolly
Griffon
Lvl 2 monstrosity - Melee
625
Retaliation(1/Turn).

After an enemy melee attack against the griffin, retaliate and immediately make a melee attack against the same target. Choose either Beak or Talons.

Choose two.
  • Beak.
  • Talons.
Lvl 2 human - Melee
H20
Bulky.

Has advantage on STR saving throws.

  • Longsword strike(x2).
Lvl 2 human - Striker
20
Choose one.
  • Ray of energy. Radiant.

    Range 12

  • Lesser Restoration.

    (1/Encounter) Touch a friendly creature removing up to one negative effect from it and restoring 1d12+12 HP.

Griffon
Lvl 3 monstrosity - Melee
M825
Retaliation.

After an enemy melee attack against the griffin, retaliate and immediately make a melee attack against the same target. Choose either Beak or Talons.

Choose two.
  • Beak.
  • Talons.
Lvl 3 human - Striker
M930
Jousting bonus.

For every space the cavalier has moved this turn it gains 1 bonus damage.

  • Lance blow..

    If the cavalier has charged towards the attacked enemy for at least 6 spaces, the target must make a DC12 STR saving throw. It is knocked prone on a fail. A large or bigger enemy succeeds on the saving throw automatically.

Level 3 Solo Human
50WIL+ STR-
After each hero’s turn, choose one:
  • Ray of heavenly energy.

    Move 6, 2d12 Radiant. Ignores armor. Range 12

  • Send to heaven.

    Move 6, Touch a creature. It must make a DC12 WILL save. On fail it takes 2d12+12 radiant damage and is dazed until the end of its next turn. On success, it takes half damage.

  • Greater restoration (1/Encounter).

    Move 6, Touch a creature. It restores 2d12+12 HP and has all of its negative effects and weaker curses removed.

BLOODIED:

At 25HP the Zealot begins to fly. Whenever he moves 6, he can fly 6 instead. Also the Zealot gains medium armor, as his robes begin to shine and emit light in 6 spaces sphere.

LAST STAND:

Zealot is dying! 25 more damage and he dies. the Zealot gains heavy armor. His robes begin to shine even more intensely and now emit light in 12 spaces. Any creature that begins its turn within 2 spaces of the zealot must now make DC12 STR save or be blinded until the end of its turn.

Lvl 4 human - Striker
H1230
Jousting bonus.

For every space the cavalier has moved it gains 1 bonus damage until the end of the turn.

Choose one.
  • Lance blow (Reach 2). .

    If the cavalier has charged towards the attacked enemy for at least 6 spaces, the target must make a DC13 STR saving throw. It is knocked prone on a fail. A huge or bigger enemy succeeds on the saving throw automatically.