Hryngar Officer
Creature 6 — dwarf, hryngar, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDdwarfhryngar
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. Larger societies rely on those with the authority and the ability to interpret and
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +15; darkvision
Languages common, dwarven, sakvroth
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 Crossbow, Dagger, Longsword, Steel Shield, Full Plate
AC 24 ((26 with shield raised))
Fort +14
Ref +12
Will +15
HP 95
Speed 15 feet
Offense
Melee Longsword (magical, versatile-p) +18, Damage 1d8+11 slashing
Ranged Crossbow (reload-1) +12, range increment 120 feet, Damage 1d8+6 piercing
Abilities
Attack of Opportunity —
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.
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Shield Block —
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.
Shielded Advance — 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.
Occult Innate Spells DC 21, attack +13
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil
WORKS WELL WITH
CrasherLANDAura of Command sharpens the crasher's attack priority while the officer's reach holds melee spacing.
MenderLANDShield Warden extends the mender's effective coverage by intercepting attacks on adjacent allies.
SniperLANDThe officer's melee anchor creates safe range for the sniper to maintain fire tempo.
PUNISHES
✖ enemy movement✖ fear tactics
Works well with · Punishes · Pairing advice
Unlock with Tactics
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