Medium Humanoid (Any Race), Lawful Neutral
Armor Class 16 (Breastplate)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +4
Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Martial Advantage. Once per turn, the City Guard can deal an extra 7(2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft of at least one of the City Guard's allies and the ally isn't Incapacitated. 

Actions

Pike: Melee weapon attack, +4 to hit, reach 10ft, one target. Hit 7(1d10+2) piercing damage. 

Heavy Crossbow: Ranged weapon attack, +4 to hit, range 100/400ft, one target. Hit 7(1d10+2) piercing damage. 

Description

City Guards are much better trained than normal guards, and they're capable of standing their ground against Zombies and weaker monsters without needing to worry about too much. They are trained in the use of the Pike over the Spear as the Pike is essentially a long Spear. These City Guards show no sign of corruption and wait at their post until they go on break or until the night patrol sets in. City Guards are so well trained due to the number of terrors that haunt Rhymorra even at night. While City Guards are generally not corruptable by money, City Guard Commanders tend to be more greedy than the normal City Guard and if paid off, they might remove a City Guard or two from a point of entrance, hence why there aren't many cities in Rhymorra. 

Habitat: Urban

Shadowtouched_Rezakiri

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