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.







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Posted Aug 13, 2018I've always made my guards low CR but what really sets them apart is the ability to call more!
I usually add:
Raise the Alarm! - If he/she is not in a secluded location a guard may use an action to raise the alarm. By shouting or ringing a bell the alarm brings an additional guard every 3 rounds, this effect stacks for every guard who raises the alarm.
This makes them much more deadly as an organisation. As guards should be.
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Posted Aug 15, 2018This is awesome! I also use this but I've never written a specific ruling for it.
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Posted Oct 8, 2018Guards are easy as easy as fighting an insect that sucks blood
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Posted Feb 3, 2019Don't forget that guards come in all flavours. Expect guards of wealthy people/areas to be better equipped than the basic guard. Farm villages might use bows to fight on the open plain, mining towns could use metal martial weapons and heavier armour like breastplates or chain mail. Palace Guards might use heavy armour and possibly halberds.
Feel free to adjust their stats based on experience, training, and role. Here's a list of suggestions with a range of health to challenge players of different levels.
For instance a royal Captain of the guard might use Elite and Leader mods, putting it at 50-225 health with high stats and 3 attacks.
All of these stat suggestions refer to changes to the base stats given, not the modifiers.
Level:
Basic: 10-25 Health
Skilled: 15-35 health, +1 STR/DEX, +1 WIS
Expert: 20-50 health, +2 STR/DEX, +2 WIS, +1 CON, Possibly +1 Attack
Elite: 25-75 health, +3 STR/DEX, +2 WIS, +2 CON, +1 Attack
Role:
Leader: 2-3 x Health, +3 CHA, +2 INT, +1 All Other Stats, +1 Attack
Champion: +2 STR, DEX, CON, +1 Attack
Sentry/Scout: -1 STR, +2 DEX, +2 WIS, DEX Based Gear
Heavy: + 5-20 Health, +3 STR, -2 DEX, +2 CON, Heavy Armour and Weapon
Finishing Touches:
Add feats if you feel the need. Make elite sentries, give them crossbow expert and heavy crossbows and call them "Dragon Slayers"
Take expert guards, give them pack tactics and call them "Shield Brothers" Just have fun with it.
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Posted Feb 18, 2019This is incredible and perfect for when I DM my group. They are very "stab first ask questions later" mostly because there's no consequences for their murdering sprees. Raise the Alarm action will bring a new appreciation for more strategic role playing.
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Posted Jul 26, 2019this is a great rule!
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Posted Oct 2, 2019cool
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Posted Dec 24, 2019I really like the fact that people have taken the time to expand on the town-watch aspect of this NPC stat-block. It is an excellent opportunity to expand on the character, wealth and martial capacity of a local.
In a more “historically accurate” setting, the basic guard presented here is more consistent with a merchant or noble’s personal security force than the peasant-militia which guard medieval towns and hamlets, but that’s just an opportunity for further explanation and details.
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Posted Dec 28, 2019ours ran away at the first sight of a gibbering mouther :(
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Posted Jan 13, 2020Holy crap. This is an amazing way to scale them up without just having 1000 of them.
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Posted Mar 21, 2020If you really want to discipline your players, give your guards bows and make them work together. Use things like disengage, flanking, and grappling.
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Posted Mar 29, 2020Love this!
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Posted Apr 17, 2020Ever tried giving them firearms? (and proficiency) an antimatter rifle would result with a TPK :)
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Posted Apr 21, 2020That is such a great idea, I'm going to modify my guards now to include this!
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Posted May 9, 2020Calling reinforcements really brings these otherwise throw away NPCs to life. Thanks for the idea.
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Posted Jun 2, 2020Nah
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Posted Jun 3, 2020I Disagree, stirges are waaaaaay worse
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Posted Jul 6, 2020Awesome. Now someone needs to make a table for the CR of all the different combos.
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Posted Aug 2, 2020These can All vary depending on Stats, Skills, and Equipment. But it's a good base to get things started as you can tweak the CR rating as needed when building your encounters for your party. (Don't forget about Action Economy as well when building encounters against your players.)
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Posted Sep 30, 2020It took my far too long to realize this, but it occurred to me that random townsfolk will use this statblock, because they are off-duty militia.