Medium Humanoid (Any Race), Any Alignment
AC 16 (Chain Shirt, Shield, 14 while using it's Crossbow)    Initiative +1 (11)
HP 16 (3d8 + 3)
Speed 30 ft.
Mod Save
STR 12 +1 +3
DEX 12 +1 +1
CON 12 +1 +3
Mod Save
INT 12 +1 +1
WIS 12 +1 +1
CHA 10 +0 +0
Skills Insight +3, Perception +3
Senses Passive Perception 13
Languages Any one language (usually Common)
CR 1/2 (XP 100; PB +2)
Traits

Pack Tactics. The guard has advantage on attack rolls against a creature if at least one of the guard's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Magic Initiate. The guard spellcasting ability is either Intelligence OR Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following Wizard OR Cleric spells :

Cantrips (at will): Dancing Lights, Message OR Mending, Spare The Dying

1st level (1 slot): Magic Missile OR Shield of Faith

Actions

Multiattack. The guard makes two Baton attacks. Provided it has a free hand, it can replace one Baton attack with (A) one Bolas attack or with (B) a use of Flour Bomb.

Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) Piercing damage.

Bolas. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one Large or smaller creature. Hit : the target has the Prone and Grappled conditions (escape DC 10). Destroying the bolas (AC 11, 5 Hit Points, immunity to Poison and Psychic damage) also frees the creature without harming it, ending the grapple.

Flour Bomb. Dexterity Saving Throw, DC 10, all creatures in a 5-foot radius sphere centered on a point within 60 feet the guard can see. Failure : The creature is covered in flour, has the Blinded condition, and is unable to breath and speak clearly (including to speak the verbal components of spells) for 1 minute or until a creature takes an action to remove the flour from the creature's face. An invisible creature is also revealed.

Description

Hardened guards that have followed some magical training, and use it and special equipment to better take on rogue spellcasters, magical threats, and the many monstrosities of fantasy worlds, be it offensively or defensively.

CR 1/2 : DCR 1/4 - OCR 1 (knowing the wizard spells)

CR 1/2 : DCR 1/2 - OCR 1/2 (knowing the cleric spells)

Previous Versions

Name Date Modified Views Adds Version Actions
12/3/2024 1:12:34 PM
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2/11/2025 12:42:51 PM
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3/25/2025 4:37:18 PM
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5/21/2025 12:26:28 PM
2
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Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

_Lucanoptek_

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