Medium Humanoid (Human), Lawful Neutral
Armor Class 16 Chain Shirt
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +3, INT +5, WIS +3
Senses Passive Perception 14
Languages Common, Dwarvish, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Arcane Tracker. The Arcane Guard are given an Orb that tracks unregistered use of magic, the orb points to the location of where an unauthorised spell was cast

Spellcasting. The Arcane Guard is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Arcane Guard has the following wizard spells prepared:
Cantrips (at will): Mage hand, Ray of Frost, 
1st level (2 slots): Alarm, Find Familiar, Identify, Witch Bolt

Actions

Magic Short-sword. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 8 (1d6 + 5) magical piercing damage.

 

Reactions

Unyielding. When an Arcane Guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Description

The Arcane Guard Consists of 3 different divisions, Inquisitors, Enforcers, Archers.

The Arcane Inquisitors are a group of highly trained city guards who are deployed in the event of Magical disturbances. They use their skills to locate and track down individuals who use magic to partake in legal activity. 

They tend to be positioned in major towns/cities and on city gates in an attempt to catch those individuals on their ways out of the city, or to identify wagons with illusions to hide illegal goods, infantry. 

Monster Tags: humanoid

Habitat: Urban

Current_C

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