Bestiary · Humanoid

Human PR 1/2

Town Guard

Town guards walk a fixed beat between the gate and the market, two to a lantern, and are paid by the town. They are drilled to hold a doorway with a spear and to blow the horn before they engage.

Town Guard, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
14 (brigandine)
Hit points
33 (6d8 + 6)
Proficiency
+2
  • STR 13 +1 save +1
  • DEX 10 +0 save +0
  • CON 13 +1 save +3
  • INT 10 +0 save +0
  • WIS 12 +1 save +1
  • CHA 11 +0 save +0
Skills
Perception +3 , Intimidation +2
Passive Perception
13
Languages
Common
Found in
Settlement , City

Equipment

Traits

  • Watch Pair

    The guard has advantage on an attack roll against a creature if another town guard is within 5 feet of that creature and is not Incapacitated.

  • Lantern Hand

    The guard carries a lit hooded lantern in one hand, which sheds bright light out to 30 feet and dim light for 30 feet beyond that. Setting it down or dropping it takes no action, and the guard cannot use a two-handed weapon while holding it.

Actions

  • Spear

    +3 to hit · reach 5 ft.

    1d6 + 1 piercing damage

    A thrust of the guard's spear.

  • Light Crossbow

    +2 to hit · medium range

    1d8 piercing damage

    A bolt from the guard's light crossbow.

  • Raise the Alarm Bonus action

    The guard blows the watch horn. Every creature within 1,000 feet hears it and knows what direction it came from. The guard makes no weapon attack in the same turn.