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    Monster Trove for Early Adventurers

    Guard

    Medium - Orderly Impartial (Arbiter)
    HP
    6-18
    AC
    14
    DR
    1
    Attacks
    1
    Attack
    1d8+1
    Size
    Medium
    Alignment
    Orderly Impartial (Arbiter)
    Intelligence
    Average (8-10)
    Saves
    Quick 1 / Tough 2 / Mind 2

    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.

    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.