Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Blindsight - 10ft., Passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

TaserRanged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d8 + 1) lightning damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed till there next turn.

Raise the Alarm! If this creature is not in a secluded location a guard may use an action to raise the alarm. By shouting or ringing a bell this creature summons 2 guards every 3 rounds, this effect stacks for every Advanced Guard who raises the alarm.

Description

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

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Oofkid919

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