Armor Class
16
(chain shirt, shield)
Hit Points
28
(4d8 + 4)
Speed
30 ft.
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Saving Throws
DEX +3
Skills
Perception +2, Stealth +3
Senses
Passive Perception 12
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Improved Critical Arthur's attack rolls score a critical hit on a roll of 19 or 20 on the d20
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Bonus Actions
Second Wind Arthur can use a bonus action on his turn to regain hit points equal to [roll]1d10+3[/roll]. Once he use this feature, he must finish a short or long rest before they can use it again
Description
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Comments