Darkvision. A Guard has a cat's keen senses, especially in the dark. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.
Feline Agility. A Guard's reflexes and agility allow them to move with a burst of speed. When they move on their turn in combat, they can double their speed until the end of the turn. Once they use this trait, they can't use it again until they move 0 feet on one of their turns.
Pack Tactics. A Guard has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d8 + 4) piercing damage, or 5 (1d10 + 4) piercing damage if used with two hands to make a melee attack.