Guards

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Guards

Guard

Guard

Medium humanoid Neutral

Armor Class 16; Initiative +1

Hit Points 11 (2d8 + 2)

Speed walk 30 ft.

Strength 13 (+1); Dexterity 12 (+1); Constitution 12 (+1); Intelligence 10 (+0); Wisdom 11 (+0); Charisma 10 (+0)

Skills Perception +2

Languages common

Challenge 0.125; Proficiency Bonus +2

Guards

Guard

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft.. Hit: 4 (1d6 + 1) piercing damage.

Guard Captain

Guard Captain

Medium humanoid Neutral

Armor Class 18; Initiative +4

Hit Points 75 (10d8 + 30)

Speed walk 30 ft.

Strength 18 (+4); Dexterity 14 (+2); Constitution 16 (+3); Intelligence 12 (+1); Wisdom 14 (+2); Charisma 13 (+1)

Skills Athletics +6, Perception +4

Languages common

Challenge 4; Proficiency Bonus +2

Guards

Guard Captain

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft.. Hit: 14 (3d6 + 4) piercing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 15 (2d10 + 4) slashing damage.

Multiattack. The guard captain makes two attacks, using Javelin or Longsword in any combination.