Guards
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Stab.1d8+4 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Ice Lance.1d6+3 cold or piercing damage (range 12).
On hit: Slowed.
- •Snowblind.1d6+3.
On hit: Blinded until the end of their next turn.
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Stab (2x).1d8+7 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Stab.2d8+9 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
- •Heal.10.
Heal an adjacent target.
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Stab.2d8+12 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
- •Heal.10.
Heal an adjacent target.
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Ice Lance.1d6+6 cold or piercing damage (range 12).
On hit: Slowed.
- •Snowblind.1d6+6.
On hit: Blinded until the end of their next turn.
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.
- •Stab (2x).2d8+5 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.