Guard

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Guard

Guard Statblocks

Guard

Guard

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 15 (Chain Shirt, Shield) Initiative +0 (10)

HP 9 (2d8)

Speed 30 ft.

Mod Save
Str 12 +1 +1
Dex 10 +0 +0
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 10 +0 +0

Skills Perception +2

Senses Passive Perception 12

Languages Common

CR 1/8 (25 XP; PB +2)

Actions

Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit 6 (1d10 + 1) piercing damage.

Spear. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit 5 (1d8 + 1) piercing damage.

Call Reinforcements (1/day). The guard summons 2 (1d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the guard can make themselves the intended target of the attack or spell instead.

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Sergeant of the Watch

Sergeant of the Watch

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 15 (Chain Shirt, Shield) Initiative +0 (10)

HP 32 (5d8 + 10)

Speed 30 ft.

Mod Save
Str 14 +2 +2
Dex 11 +0 +0
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 12 +1 +1
Cha 10 +0 +0

Skills Perception +3

Senses Passive Perception 13

Languages Common

CR 1 (200 XP; PB +2)

Traits

Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements or Net.

Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400ft., one target. Hit 7 (1d10 + 2) piercing damage.

Spear. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d8 + 2) piercing damage.

Call Reinforcements (1/day). The guard summons 5 (2d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Net (1/day). The guard throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 10 Strength save. On a failure, they are Grappled (escape DC 10) and Restrained while grappled in this way. The net has AC 10 and 10 hp.

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Guard Captain

Guard Captain

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 19 (Splint Armor, Shield) Initiative +5 (15)

HP 84 (13d8 + 26)

Speed 30 ft.

Mod Save
Str 18 +4 +6
Dex 16 +3 +3
Con 14 +2 +2
Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 11 +0 +0

Skills Athletics +6, Perception +4

Senses Passive Perception 14

Languages Common

CR 4 (1,100 XP; PB +2)

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Call Reinforcements or Infused Net.

Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400ft., one target. Hit 15 (2d10 + 4) piercing damage. On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn.

Spear. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) piercing damage.

Call Reinforcements (1/day). The guard summons 12 (5d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Infused Net (1/day). The guard throws a net at a point they can see within 30 feet. Each creature within 5 feet must make a DC 12 Strength save. On a failure, they are Grappled (escape DC 12) and Restrained while grappled in this way. The net has AC 16 and 25 hp. A creature grappled in this way suffers 4 ongoing piercing damage at the start of each of its turn, and whenever the creature attempts to cast a spell it must succeed on a DC 12 concentration check. On a failure, the spell fails.

Reactions

Overwatch (Recharge 4-6). When a hostile creature within 100 feet of the guard moves and the guard can see that movement, it can make a ranged attack against the target.

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Lord of the Watch

Lord of the Watch

Summoned with Foe Foundry

Medium Humanoid (Human, Guard)

AC 21 (Plate Armor +1, Shield) Initiative +10 (20)

HP 170 (20d8 + 80)

Speed 30 ft.

Mod Save
Str 20 +5 +8
Dex 18 +4 +7
Con 18 +4 +7
Mod Save
Int 12 +1 +1
Wis 16 +3 +6
Cha 13 +1 +1

Skills Athletics +8, Perception +6

Senses Passive Perception 16

Languages Common

CR 8 (3,900 XP; PB +3)

Traits

Protect the Target. The guard has advantage on attack roles against creatures that have attacked or harmed what the guard is guarding.

Legendary Prowess (2/day). The guard can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.

Actions

Multiattack. The guard makes two Crossbow or Spear attacks. It may replace one attack with a use of its Command the Troops, Call Reinforcements, or Infused Net.

Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400ft., one target. Hit 16 (2d10 + 5) piercing damage.

Spear. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 18 (3d8 + 5) piercing damage.

Command the Troops. The guard commands a willing creature within 30 feet to use its reaction and make an attack at advantage.

Call Reinforcements (1/day). The guard summons 22 (9d4) additional Guard that arrive in 1d4 rounds. This ability can only be used once per combat by any guard in the encounter.

Infused Net (1/day). The guard throws a net at a point they can see within 30 feet. Each creature within 10 feet must make a DC 14 Strength save. On a failure, they are Grappled (escape DC 14) and Restrained while grappled in this way. The net has AC 16 and 25 hp. A creature grappled in this way suffers 5 ongoing piercing damage at the start of each of its turn, and whenever the creature attempts to cast a spell it must succeed on a DC 14 concentration check. On a failure, the spell fails.

Reactions

Coordinated Strike. Whenever an ally within 5 feet misses an attack and the guard is within 5 feet of the target, the guard can use their reaction to make an attack against the target. This ability can only trigger once per round for each such group of allies with this trait.

Legendary Actions (2)

Charge. The guard moves up to half its speed and makes an Spear attack.

Limited Use. The guard uses one of its limited use abilities. It can't take this action again until the start of its next turn.

Replenish. The guard gains 5 temporary hitpoints. It can't take this action again until the start of its next turn.

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