Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (Studded Leather, shield)
Hit Points 25 (4d8 + 2)
Speed 30 ft., Swim 15 ft. Only when not wearing Medium or Heavy armor, Climb 10 ft. Only when not wearing Medium or Heavy armor
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +5, Insight +5, Investigation +5, Perception +5
Senses Passive Perception 17
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Guard is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The Guard has the following wizard spells prepared:

Cantrips (at will): Shocking Grasp, prestidigitation, light

1st level (4 slots): magic missile, shield, Snare, Sleep

2nd level (2 slots): Hold person, Magic Weapon

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) 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.

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Storm_the_Destroyer

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