Apprehend. The City Guard can arrest an intelligent, humanoid creature, and take them into the city/town's prison if the target complies or is unconscious.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: (2d10 + 1) slashing damage;
Stunning Blow. Melee Weapon Attack: Using the pommel of their weapon, the Guard can make an attack with +2 to hit, reach of 5ft, and deal 1d6 bludgeoning damage. Additionally, on a hit, the target makes a DC 14 constitution saving throw, or gets stunned.
Description
City Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. They are the guardians of justice and order, but are not immune to corruption.
Lair and Lair Actions
A City Guard's lair is the town or city where they are assigned.
Lair Actions
On initiative count 20 (losing initiative ties), the City Guard takes a lair action to cause one of the following effects; the City Guard can’t use the same effect two rounds in a row:
- An extra City Guard is added to the initiative count, up to the maximum amount of guards in the city/town (up to the DM)
Previous Versions
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2/27/2024 3:37:43 PM
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Coming Soon
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