Medium Humanoid (Any Race), Typically Neutral Evil
Armor Class 11 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
9 (-1)
Skills Athletics +3, Intimidation +3
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Brute. A melee weapon deals one extra die of its damage when the guard hits with it (included in the attack).

Pack Tactics. The guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Nightstick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Instead of dealing damage, the guard can grapple the target (escape DC 11).

Description

Torch Lantern (Optional Trait). Some guards may have a torch lantern in place of a nightstick. In combat, a torch lantern functions like a nightstick (club). Additionally, an aperture on the front of the torch lantern can be open or shut with a simple switch on the lantern (no action required). When the torch lantern's aperture is open, the torch lantern sheds bright light in a 20-foot cone and dim light for an additional 20 feet. The light source is a stone inside of the lantern that has the continual flame spell cast on it. As an action, the lantern can be opened, and the stone can be removed.

Syringe (Optional Action; Recharge when the Syringe attack misses and after a short or long rest). Melee Weapon Attack: +3 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the guard, incapacitated, or restrained. Hit: The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1d4 hours. The target is unconscious while poisoned in this way. The target can repeat the saving throw whenever they take damage, waking up on a success. The saving throw DC increases by 5 for each guard's Syringe attack that has hit the target in the last hour, regardless of whether or not the target succeeded on its other saving throws.

Stay Down (Optional Action). Melee Weapon Attack: +3 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the guard, incapacitated, or restrained. Hit: The target is knocked prone. The target is restrained while prone. The creature is freed if it stands up, if the guard moves out of the creature's space, or if the guard is incapacitated or dies.

Monster Tags: NPC

Habitat: Urban

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