Guard

Monster Manual (2025) p. 162

Size
Small
Type
humanoid
Alignment
neutral
AC
16
Initiative
1
Hit Points
11 (2d8+2)
Speed
walk 30 ft.
Skills
Perception +2
Passive Perception
12
Languages
Common
Challenge
1/8
Lineage
Guard
Environment
any
STR
13
+1
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
11
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Gear

Chain Shirt, Shield, Spear

Treasure

Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

Actions

Spear

Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.

Other data

description

Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn't match the danger they face.

Guard: Guards are perceptive, but most have little martial training. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors.