Armor Class
16
(chain shirt, shield)
Hit Points
24
(4d12)
Speed
30 ft.
STR
15
(+2)
DEX
13
(+1)
CON
13
(+1)
INT
10
(+0)
WIS
10
(+0)
CHA
15
(+2)
Saving Throws
STR +5
Skills
Perception +2, Survival +2
Damage Vulnerabilities
Radiant
Damage Resistances
Necrotic, Psychic
Senses
Darkvision, Passive Perception 18
Languages
Common, Underdark(When in Corrupted Stage)
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Life Intake. Melee Attack: +5 to hit, reach 5 ft. , one target. Hit: 9 (1d4 +5) necrotic damage.
Description
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. These Guards have been corrupted by some sort of magic, they are wild when the corrupted side takes over. Sucking the life out of people and leaving no trace. The Emperor of the Brink is aware of the attacks but is not sure what is causing them.
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