Medium Humanoid, Lawful Evil
Armor Class 17 (splint)
Hit Points 57 (6d12 + 18)
Speed 30 ft.
STR
19 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Skills Athletics +6, Intimidation +3, Perception +4
Damage Resistances Lightning
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Action Surge (Recharges when the Guard Finishes a Long Rest). On their turn, the Guard can take one additional action.

Improved Critical. The guard's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. The Guard attacks twice, either with their greatsword or spear.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Lightning Breath (Recharge 5–6). The guard breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Monster Tags: NPCCult of the Dragon

kilpatds

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