Adventurers can expect to run into a variety of guards during their travels, whether these are working alongside them to keep a merchant safe, protecting an evil priest against their intrusion, or ensuring that they stay safe while on a diplomatic mission.
Here are three statistic blocks you can use for your games. Sentries are guards trained to protect a person or location against attack. SENTRY Medium humanoid (any race), any alignment Armour Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30ft. Str 13 (+1); Dex 13 (+1); Con 12 (+1); Int 10 (+0); Wis 11 (+0); Cha 10 (+0) Skills Perception +2 Proficiency bonus +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) Protection Style. Creatures adjacent to the sentry have a +1 bonus to their Armour Class. ACTIONS Spear. Melee or ranged weapon attack: +3 to hit, reach 5ft. or range 20/60ft, one target. Hit: 5 (1d8 + 1) piercing damage. Bodyguards are professional defenders, dedicated and zealous in their duty. Many are twitchy and eager for action, always keeping a hand on a weapon. BODYGUARD Medium humanoid (any race), any alignment Armour Class 18 (breastplate and shield) Hit Points 39 (6d8 + 12) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 14 (+2); Int 10 (+0); Wis 13 (+1); Cha 9 (-1) Skills Intuition +3, Perception +3 Proficiency bonus +2 Senses passive Perception 13 Languages Common and one other Challenge 2 (450 XP) Always Ready. Bodyguards have advantage on initiative rolls. Protection Style. Creatures adjacent to the bodyguard have a +1 bonus to their Armour Class. ACTIONS Multiattack. The bodyguard can make two melee attacks. Warhammer. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Hand crossbow. Ranged weapon attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1d6 + 2) piercing damage. A lifeward is a bodyguard with preturnatural and reactions. Their reflexes are astounding, allowing them to react to danger before they can even see it. LIFEWARD Medium humanoid (any race), any alignment Armour Class 20 (plate and shield) Hit Points 60 (8d8 + 24) Speed 30ft. Str 16 (+3); Dex 15 (+2); Con 16 (+3); Int 11 (+0); Wis 14 (+2); Cha 10 (+0) Saving Throws Dex +4 Skills Athletics +5, Intuition +4, Perception +4 Proficiency bonus +2 Senses passive Perception 14 Languages Common and any one Challenge 3 (700 XP) Always Prepared. Lifewards have advantage on initiative rolls, and can take two reactions per turn. Only one reaction can be used for any given action which triggers a reaction. Protection Style. Creatures adjacent to the sentry have a +2 bonus to their Armour Class. Sentinel. Creatures within reach of the lifeward provoke an opportunity attack from the lifeward if they attack a friendly creature adjacent to the lifeward. ACTIONS Multiattack. The lifeward can make two melee attacks. Halberd. Melee weapon attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage. Heavy Crossbow. Ranged weapon attack: +4 to hit, range 100/400ft., one target. Hit: 7 (1d10 + 2) piercing damage. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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