Ninth Army Operative

Level 3
Creature· evilUncommonMediumLegacy
AC
20
HP
45
Speed
25 ft.
Perception
+8
Fort
+10
Ref
+6
Will
+8
Languages common
Skills athletics +11, intimidation +9, diplomacy +6, society +5
Recall Knowledge DC 20 (society)

Attacks

Melee Warhammer +13 (shove), Damage 1d8+7 bludgeoning
Melee Crossbow +10 (reload 1 ft.), Damage 1d8+3 piercing

Abilities

+1 to Sense Motiveinteraction
Air of Authority

10 feet. Creatures in the aura who are the same or lower level than the operative take a -2 status penalty to their Will DC against the operative's attempts to or them.

Attack of Opportunity
Bravery

When the operative 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.

Shield Block
Sudden Charge◆◆

Frequency once per round


Effect The operative Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.

Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.