AC 15 (leather brigandine, light shield)
HP 11 (2d8 + 2; bloodied 5)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Perception +2
Senses passive Perception 12
Languages any one
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage.
Guards patrol city gates or accompany caravans. Most guards are not as well trained or equipped as army soldiers, but their presence can deter bandits and opportunistic monsters.
CR 0–2 1d8 ; 1d4 on , , or ; 1 or 2 ; 1d8 ; 1 or 2 or
Treasure 800 sp
CR 3–4 with , , or ; 1d4 ; 1 to 3 on or other mounts; ; with 2 to 4 ; 1d4 + 4 mounted on ; 3 or 4 or
Treasure 200 gp, 5 assorted pieces of jewelry (25 gp each), sealed orders
CR 5–10 , , or with or 2 ; with 1d4 + 1 , all mounted on or other mounts; 2 or 3 mounted on ; 1d8 or with
Treasure 1,100 gp, tactical maps of the surroundings (100 gp), 2
CR 11–16 2 with , , , , , , or
Treasure 2,000 gp, ,
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.