Bestiary · Humanoid

Human PR 1/2

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.

Merchant Guard, drawn at Medium scale
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.