Medium Humanoid (Human), Any Alignment
Armor Class 18 Guard Armor
Hit Points 30 (3d8 + 10)
Speed
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 12
Languages American English
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Rad Pool: 30

Actions

The WW Guard only carries one ranged weapon, one melee, and one cattle prod

Multiattack: the WW Guard makes 2 attacks per turn

.44 Pistol: +5 to hit, on a hit does 2d8+3 piercing damage

10mm Pistol: +5 to hit, on a hit does 2d4+3 piercing damage

Scoped Hunting Rifle: +5 to hit, on a hit does 4d6+3 piercing damage

Laser Rifle: +5 to hit, on a hit does 2d8+3 energy damage

Combat Knife: +4 to hit, on a hit does 1d8+2 slashing damage

Cattle Prod: +4 to hit, on a hit does 1d6+2 bludgeoning damage. On a hit, the target must succeed on a DC: 14 Con save or become stunned until the end of the Guard's next turn. If a Guard reduces a target to 0 hit points with this weapon, the target will become unconscious for 5d6 minutes.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Boardwalk City Guard has been around ever since the creation of the city (2200). They keep the city safe from outside forces and act as the police force of the city-- they also protect important political figures. The guard consists mostly of humans but there are some ghouls, super mutants, and even dogs as well. Although they are generally loyal to the city, some guards can be bribed into doing nefarious deeds.

Inventory

Boardwalk City Guard Armor

1 water 50/ 50 on its cleanness

1 Stimpak

1 ranged weapon

1 melee weapon

1 cattle prod 

4d4 ammo 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

sanjayscurrycorner

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