Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain shirt, shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +5, WIS +4
Damage Resistances Lightning
Senses Passive Perception 16
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Lightning Resistant Chain Shirt (Magical). The guard has Resistance to Lightning damage when wearing the armor and is immune to Lightning effects that specifically target metal armor, such as the shocking grasp cantrip. 

Alert. When the guard rolls Initiative, it has Advantage. 

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Shock Stick. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 

Bonus Actions

Shock (Recharge 5-6). When the guard hits with a Large or smaller creature with its shock stick, it can use a bonus action to deal an extra 1d8 Lightning damage. The target must make a DC 13 Constitution saving throw. On a failed save, it is Dazed and Slowed until the end of its next turn. A creature reduced to 0 hit points by the LIghtning damage is Unconscious but stable. A Shock stick used by creatures other than an elite guard has 3 charges that reset at dawn rather than the Recharge property.

Description

Elite guards include elite members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Monster Tags: NPC

Environment: CoastalDesertForestGrasslandHillMountainUrban

Benz74M

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