Ancient Blooded Watchmen are Dwarven wardens with a family history of being obstinately resistant to magic. They are employed as guards for magical institutions or supplementary members of a town watch or city guard, trained to look for arcane shenanigans and magic enabled crime. |
Perception | Expert (9 to find concealed objects) |
Languages | Common |
Skills | Athletics Trained , Intimidation Expert , Legal Lore Trained , |
STR +4 , DEX +2 , CON +3 , INT +0 , WIS +3 , CHA -2
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Items | Items club, crossbow (10 bolts), dagger, sap, scale mail, signal whistle |
AC | 18 |
Saving Throws |
Fort +8, Ref +5, Will +6 |
HP | 18 |
Speed | 20 ft |
Melee | Club expert +4 / -1 ] , Damage Bludgeoning
Sap expert +5 / +2 ] , (agile, nonlethal) Damage Bludgeoning |
Ranged | Crossbow expert +2 / -3 ] (range increment 120 feet, reload 1), Damage Piercing |
Special Abilities | - Call on Ancient Blood as a reaction to Being targeted by a magical effect Ancient Blooded gain a +1 circumstance bonus to saves against magic effects
- Grapple The Watchman grabs at you with their free hand.
- Shove The Watchman pushes you away.
- Trip The Watchman tries to knock you to the ground.
- Disarm The Watchman tries to knock your weapons out of your hands .
- Demoralize Watchmen typically use threats of punishment to exact compliance from the citizenry .
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