Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 17 (chain mail, shield)
Hit Points 81 (2d10 + 2)
Speed 30 ft., Climb 10 ft., Swim 10 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +2
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning
Senses Passive Perception 14
Languages Common and one other (usually Dwarvish or Elvish)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
2/27/2024 3:37:43 PM
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1
1
Coming Soon

Monster Tags: NPChumanoid

Habitat: CoastalForestGrasslandHillUrban

apatheticnapalm

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