Armor Class
16
(padded leather, shield)
Hit Points
12
(1d10 + 2)
Speed
30 ft.
STR
12
(+1)
DEX
14
(+2)
CON
14
(+2)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Skills
Perception +2
Damage Resistances
Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Senses
Passive Perception 12
Languages
Common
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Defensive Fighting. While you are wearing armor, you gain a +1 bonus to AC.
Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 1 HP
Action Surge. Once per short rest, you can take one additional action on your turn.
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.
Short Sword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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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