Militia

Medium Human, Conscript Infantry, Any Good

Armor Class 12 (Leather Armor)
Hit Points 13 2d8+4
Speed: 30 ft

STR

11
( +0 )

DEX

12
( +1 )

CON

14
( +2 )

INT

9
( -1 )

WIS

8
( -1 )

CHA

7
( -2 )

Skills According to Overall Abilities
Strength
Athletics (+2)
Languages Common, Halfling
Challenge Rating 1/8
Proficiency Bonus +2

Description

In any context of Human settlement, there is always an emergency force that has been established there. A militia is a short-term solution to an immediate issue, such as a raiding warband or a large beast needing to be quelled and overwhelmed.   In battle the Militia operate simply. The age-old strategy of throwing bodies at a problem and seeing what happens has been used for millennia, and the militia are but a remembrance of it. With greater numbers, they take the battlefield by storm, using their sheer volume as a means to establish dominance over their opponents. This tactic does produce phyrric victories quite often, though, as the protection they are offered is rather minimal.   Militiamen are Level I Humans.   Gear: Shortsword, Dagger, Leather Armor (L), 4 SP.

Ideals

Community. (Good) What motivates most militiamen in their actions to protect their homes they way they do is bred out of a devotion to their families, friends, and the survival of their kind.

Bonds

Duty. (Religion) The morality of the militia is often correlated with one of the Human deities, their God of Duties. To them, it is imperative as part of their religious perspective to participate in their job.

Flaws

Experience. (Occupation) Due to their lack of training and firsthand experience in combat, Militia do not last long against a reasonably seasoned opponent.

Suggested Environments

Militia are anywhere that an organized settling has occured within a Human contextual acknowledgement. Urban locations such as cities, towns, villages, and other similar places harbor a local militia that protects the inhabitants of the area. They also can occasionally be found in forests, grasslands, and similarly tame places adjacent to their jurisdiction. Convoys or caravans often enlist the help of militiamen in their protection, so they can also be seen across roads and paths leading to other grander or humbler homes.


Unique Traits.
Mob Tactics.
If one of the Militia makes an attack against a creature within 5 feet of an ally, the attacker has advantage against the creature. If the ally is incapacitated, the feature fails.

Actions

Shortsword. +2 to hit, single target. 5 ft. range, 3 1d6 Slashing damage.

Dagger. + 3 to hit, single target. 5 ft. range, 3 1d4+1 Piercing damage.


Created by

IrishCatholic14.

Statblock Type

NPC Sheet

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