Multiattack. The Guard makes two melee attacks.
Poisoned Dagger. Melee Weapon Attack: +2 to hit, range 5 ft., 1 target. Hit: 1d4 piercing damage plus 1d4 poison damage and the creature is poisoned until the end of the Cultist's next turn.
Spear. Melee or Ranged Weapon Attack: +2 to hit, range 5 ft., 1 target. Hit: 1d6 piercing damage (Versatile: 1d8), or -2 to hit, range 20/60, 1 target. Hit: 1d6 piercing damage.
Description
These guards are usually reanimated corpses that have been spared by celestial or necromantic forces and have been sent to relive another life and spread the worship of said forces. To determine whether they are alive or not (if that would help), roll a d10.
1-7: Undead (evil ones look like zombies and good ones look like angels without wings (they have halos))
8-10: Alive, perhaps a member of the cult.
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