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.
- 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
- Spear
- Light Crossbow
- Crossbow Bolts (20)
- Leather Brigandine
- Kettle Helm
- Hooded Lantern
- Horn
- Manacles
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.