Armor Class
14
(studded leather)
Hit Points
11
(2d8 + 4)
Speed
30 ft.
STR
13
(+1)
DEX
15
(+2)
CON
14
(+2)
INT
8
(-1)
WIS
10
(+0)
CHA
8
(-1)
Skills
Perception +2
Senses
Passive Perception 12
Languages
Common
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Revive. When you use a healer's kit to stabilize a creature, they also regain 1 hit point
Healer's Touch. As an action, The guard can spend one use of a healer's kit to tend to a creature and heal 1d6+4 hit points to it, plus a number of hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points in this way again until they finish a short or long rest.
Actions
Pepperbox. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d10 + 2);
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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