Armor Class
16
Hit Points
27
(5d8 + 5)
Speed
30 ft.
STR
14
(+2)
DEX
14
(+2)
CON
12
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Skills
Athletics +4
Senses
Darkvision, Passive Perception 10
Languages
Common
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Martial Advantage. Once per turn, the guard can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the guard that isn't incapacitated.
Actions
Shock Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) [bludgeoning] damage and 2 (1d4) [lightning] damage.
Stun Gun. Ranged Weapon Attack: +4 to hit, range 30/90 ft., 1 target. Hit: 7 (1d10 + 2) [lightning] damage. A creature hit by this attack must roll a Constitution saving throw (DC 16) or be stunned for 1 minute. A creature that fails can repeat the saving throw at the end of each turn.
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