Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
one language (usually Common)
Environments
Traits
Tactical Insight
The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain.
Actions
Dagger
+5 to hit, reach 5 ft (1.5 m). Hit: 1d4 piercing damage.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Disarming Attack
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain.
Light Crossbow
+5 to hit, range 80/320 ft (24.4/97.5 m). Hit: 1d8 piercing damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Multiattack
The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack.
Orders to Attack
Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform-and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city.
Rapier
+5 to hit, reach 5 ft (1.5 m). Hit: 1d6 piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
About City Watch Captain
City Watch Captain is a medium humanoid with a Challenge Rating of 4. It has a lawful neutral alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 91 hit points (derived from 14d8+28).
City Watch Captain has communication capabilities including one language (usually Common). This allows it to interact verbally with various creatures and characters.
GM Tips: Using City Watch Captain
2 tips available
GM Tips: Using City Watch Captain
When using City Watch Captain in your D&D 5e campaign, consider these tactical approaches:
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Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
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Terrain Advantage: Use terrain to offset moderate combat abilities
Player Guide: Facing City Watch Captain
2 strategies available
Player Guide: Facing City Watch Captain
When your party encounters this creature, keep these strategies in mind:
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Moderate Threat: Prepare standard combat tactics
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Tactical Advantage: Use terrain and positioning
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of City Watch Captain?
- City Watch Captain has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is City Watch Captain?
- City Watch Captain is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does City Watch Captain speak?
- City Watch Captain can communicate in one language (usually Common).
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