AC 16 (leather brigandine, medium shield)
HP 19 (3d8 + 6; bloodied 9)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Str +4, Con +4
Skills Perception +2, Survival +2
Senses passive Perception 12
Languages any one
ACTIONS
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 9 (2d6 + 2) slashing damage, or 12 (3d6 + 2) slashing damage if within 5 feet of an ally that is not incapacitated .
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
BONUS ACTIONS
Tactical Movement. Until the end of the soldier’s turn, their Speed is halved and their movement doesn’t provoke opportunity attacks .
Modrick ( soldier wielding a greatsword) is a tall, dark-haired fellow who carries a two-handed sword. Alongside Old Jovan and Andrew Nemeth , he is part of a troublesome company of adventurers temporarily staying in Thornbury. Because of their shared experience with Bluestone , Modrick is loyal to Nemeth and Old Jovan but he is rapidly losing enthusiasm for the pursuit and grows more convinced each day that they should just move on.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.