Guards

local guards and bodyguards

Guards: skilled ears.

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.

Lvl 3 humanoid
M33
Choose one.
  • Stab. (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

remixed from Regular Guard
Lvl 6 humanoid - Defender
H41
Choose one.
  • Stab. (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.

remixed from Regular Guard
Lvl 6 humanoid - Controller
68
Choose one.
  • Ice Lance. cold or piercing damage (range 12).

    On hit: Slowed.

  • Snowblind..

    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.

remixed from Regular Guard
Lvl 6 humanoid
M54
Choose one.
  • Stab (2x). (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

Lvl 8 humanoid - Defender
H55
Choose one.
  • Stab. (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.

remixed from Holy Guard
Lvl 8 humanoid - Controller
91
Choose one.
  • Ice Lance. cold or piercing damage (range 12).

    On hit: Slowed.

  • Snowblind..

    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.

remixed from Magic Guard
Lvl 8 humanoid
M73
Choose one.
  • Stab (2x). (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

remixed from Regular Guard