Merchant Guard
The work is deterrence, and the guards, the merchants and any would-be robbers all know it. A guard stands where he can be counted from a distance and keeps a weapon in plain sight. At every halt he walks the line so the count changes. Actual fighting counts as a failure of the arrangement and is billed at a different rate.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 14
- Hit points
- 38 (7d8 + 7)
- Proficiency
- +2
- STR 14 +2 save +2
- DEX 13 +1 save +1
- CON 13 +1 save +1
- INT 10 +0 save +0
- WIS 12 +1 save +1
- CHA 10 +0 save +0
- Skills
- Athletics +4 , Perception +3
- Passive Perception
- 13
- Languages
- Common
- Found in
- Farmland , Hyperlane Corridor
Equipment
Traits
-
Visible Deterrent
While standing in the open beside a cargo it is guarding, hostile creatures must succeed on a DC 12 Wisdom check to commit to an attack instead of moving on.
Actions
-
Short Spear
+4 to hit · reach 5 ft.
1d8 + 2 piercing damage
-
Light Crossbow
+3 to hit · medium range
1d8 + 1 piercing damage
-
Sound Off Bonus action
Every allied guard within 120 feet knows where the guard is looking and stops being surprised.