Medium Humanoid, Any Lawful Alignment
Armor Class 16 chain shirt and shield
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Passive Perception 12
Languages Auran but cannot speak it, Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Glide. When falling at least 10 feet, the guard can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects or heavy weapons, (though they can drop any held items as part of their reaction).

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Description

Aspiring recruits from all over the Wood flock to the Perch Guard headquarters in the capital of Alderheart to join their ranks. After successful training, these newly sworn guards return to their home perch. They serve with pride, acting as the perch’s first line of defense. Under the Humblefolk Treaty, members of the Perch Guard are tasked to aid nearby villages on the forest floor whenever necessary. In larger cities like Alderheart, the Perch Guard are also responsible for dealing with inner city issues such as robbery, bar fights, and investigating and arresting criminals.

The_Hidden

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