Living Guard

Creature 4
commonHumanHumanoid
Perception +12 ((+16 when rolling initiative))
Skills Athletics +14, Diplomacy +8, Intimidation +8
CHA +0
CON +3
DEX +2
INT +0
STR +4
WIS +2

AC 21; Fort +12, Ref +10, Will +10
HP 60
Speed 25 feet

Often the younger offspring of minor nobility or those from long lines of trusted staff, palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles, and keeping those in their charge as safe as possible.


The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.


Melee Halberd +14 (Reach 10, Versatile S), Damage 1d10+7 Piercing
Melee Fist +14 (Agile, Nonlethal, Unarmed), Damage 1d4+7 Bludgeoning
Melee Composite Shortbow +12 (Deadly D10, Propulsive, Reload 0), Damage 1d6+5 Piercing

+2 to Perception to Initiative
Reactive Strike