Guard
Humanoid · Medium
Watchmen on walls, gates and docks, walking their rounds in pairs and answering to a captain who knows every tavern brawler by name. A party meets them at the gate, and again if anything goes wrong in town.
- Danger
- A threat to the unwary
- How it is met
- In pairs, day and night
- Challenge
- 1/8-4
- SRD 5.2.1 stat blocks
- Guard, Guard Captain
Where it is met
Also: City, Town, Fortress, Prison, Harbour
Stat blocks (D&D 5e)
Guard
Medium or Small Humanoid, Neutral
AC 16 · Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 13 (+1), save +1 | 12 (+1), save +1 | 12 (+1), save +1 | 10 (+0), save +0 | 11 (+0), save +0 | 10 (+0), save +0 |
Skills Perception +2
Gear Chain Shirt, Shield, Spear
Senses Passive Perception 12
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Guard Captain
Medium or Small Humanoid, Neutral
AC 18 · Initiative +4 (14)
HP 75 (10d8 + 30)
Speed 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 18 (+4), save +4 | 14 (+2), save +2 | 16 (+3), save +3 | 12 (+1), save +1 | 14 (+2), save +2 | 13 (+1), save +1 |
Skills Athletics +6, Perception +4
Gear Breastplate, Javelins (6), Longsword, Shield
Senses Passive Perception 14
Languages Common
CR 4 (XP 1,100; PB +2)
Actions
Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.
Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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