Head Guard Dnd at Alexis Billie blog

Head Guard Dnd. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Two halflings serve the household as. Leadership (recharges after a short or long rest). Company of fifteen guards inhabit the tower, led by the wizard gallio elibro and his guard captain hazz yarrum. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Elite guards can offer much. For 1 minute, the captain can utter a special. Ordinary guards have their hands full against tough foes. 5 (1d6 + 2) piercing damage. Melee or ranged weapon attack: +3 to hit, reach 5 ft. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

prompthunt Male Wood Elf Rogue, dnd, d&d, dark blue leather armor
from www.prompthunt.com

5 (1d6 + 2) piercing damage. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Company of fifteen guards inhabit the tower, led by the wizard gallio elibro and his guard captain hazz yarrum. For 1 minute, the captain can utter a special. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Melee or ranged weapon attack: Leadership (recharges after a short or long rest). Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Ordinary guards have their hands full against tough foes. Two halflings serve the household as.

prompthunt Male Wood Elf Rogue, dnd, d&d, dark blue leather armor

Head Guard Dnd 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Melee or ranged weapon attack: For 1 minute, the captain can utter a special. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. +3 to hit, reach 5 ft. Ordinary guards have their hands full against tough foes. 5 (1d6 + 2) piercing damage. Two halflings serve the household as. Company of fifteen guards inhabit the tower, led by the wizard gallio elibro and his guard captain hazz yarrum. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Elite guards can offer much. Leadership (recharges after a short or long rest).

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