Armor Class
16
(chain shirt, shield)
Hit Points
11
(2d8 + 2)
Speed
30 ft.
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Skills
Perception +2
Senses
Passive Perception 12
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
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
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Thank you for this info! I'll be using it!
Thank you! I'm applying this in my next sessions!
To everyone in this thread, remember: you don't have to use lethal force for EVERY encounter. The guards, if proving to be too difficult, simply bring the party in to the jail to await a day in court, which could be in a day or two. They could be brought in and maybe they have to fight it out in RP, or maybe the court gets attacked by that cool Thieves' Guild you have been dying to introduce. Maybe, a character from their past doesn't want them to rot in jail, and tries to take matters in to their own hands, disrupting the courts and giving the party time to escape.
I make all my human guards Variant Humans with the Sentinel feat. :D That way they at least have something useful when it comes to stopping people from going into certain areas, even if they are hard to kill individually.
Computed directly by the rules in the DMG, the guard should be CR 1/4.
One of my characters tried sneaking past a guard, he rolled a 2, so I made them say "I'm sneaking, don't notice me." They laughed out loud at what I said. Thankfully, they had a spellcaster who had a very high persuasion.
1). I completely agree, there is a bit of a weird gap around CR 1 on the standard NPC list. Personally, I’d use the Thug statblock, with a shield and some proper armor (take or leave the Pack Tactics), as something like a “Sargent-At-Arms” for a mercenary company or more professional town guard.
Alternatively, you could just double the standard guard’s HP and give him an extra attack. That’s s good way of making a “elite/leader” for a lot of “basic” statblocks. Upgrading their gear help too, thematically as well as mechanically. Halberds and heavy armor help convey that these guys are tougher than the run-of-the mill farmer with a spear and mail shirt.
2). This is only partially true. There are also plenty of merchant-nobles and creatures of the court, who lead through backroom schemes exactly as you described, but it was also very common for members of aristocratic families (even the heirs of Kings and Dukes) to become knights, before settling into a more “supervisory” role after inheriting estates later in life. Even in the 20th century, Aristocratic British, Italian, and German Commanders were renowned for boldly leading from the front (and subsequently not surviving very long).
The Roman Empire has great examples of both. Early on, the Patricians with their superior war-gear, did the lion’s share of the fighting and took the lion’s share of the loot. In layer periods, a Roman Nobleman might do the bare minimum of token military service demanded by tradition, if he was interested in holding office, but always left the real fighting to paid professionals. For most of its history, you could find examples of both.
i think the Noble is a good middle ground, between these two types.
Some can, I use a modified version of the Commoner, and occasionally throw in some with daggers, assorted tools, and other quirks. It's a good idea, but not super plausible that every single villager is wearing armor and has a weapon + military training. But, it might be a good way to differentiate from the normal weak villager.
The DMG has guidelines for determining challenge ratings.
ok
I mean what would you do if you were a traffic cop and an eldritch horror wearing your buddies face started slithering over to you screaming the whole time?
I like it!
That's certainly an ability they would logically have, but the execution is a little stilted.
I'd prefer a more organic solution: Simply have the guard raise an actual alarm that exists in-world, and flood the place with more guards as you see fit. That way, the players can cut the alarm before the guard reaches it, and you also won't have an awkward situation where, as it happens, no backup arrives at all, because the guard was killed within 3 rounds.
Doesn’t that mean going through a hoard of guards (4 to 8) mean that if they all do raise the alarm, would that make it a group vs (8 to 12)?
Unable to parse dice roll.
469
I like to give my guards Pack Tactics, and sometimes spells like Expeditious retreat or command. Captains tend to get Compelled dual and the sential feat
A logical person, hello there
My party broke one of these guys legs
Has anyone thought about recruiting guards before. In some of my D&D campaigns, I will try to persuade and recruit people and enemies. Normally I only do this with low level enemies, because its easier to pull off. I wish that there was a campaign where you build an actual army to win the game.