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Monster Trove for Early Adventurers

Guard

Medium

About

A guard protects a particular gate, person, building or boundary under an authority others may or may not recognize. Training emphasizes warning, containment and calling help; pursuit comes second. A guard who believes the law is behind them stands differently from a hired blade, using doors, shields and nearby witnesses to make resistance costly.

Stats

HP 6-18
AC 14
DR 1
Attacks 1
Attack: 1d8+1

Save Rolls

Quick 1
Tough 2
Mind 2
Default Save TN (based on HP): 16

Traits

Alignment: Orderly Impartial (Arbiter)
Intelligence: Average (8-10)
Magic Resistance:
Guard - Image Coming Soon

Special Attack

Shield Press: bludgeoning, melee 5 ft, +2 to hit, 1d8+1. The target makes a Quick save; on a failed save, it is pushed 5 ft. If pushed against a wall, closed door or another guard, the target also suffers -2 Quick until the end of its next turn.

Special Defense

Call the Watch: where reinforcements plausibly exist, a guard may spend a turn sounding an alarm. Additional guards arrive in 1d6 rounds unless the alarm is silenced, the route is blocked or the DN determines nobody is close enough to answer.

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