Guard Captain

Monster Manual (2025) p. 162

Size
Small
Type
humanoid
Alignment
neutral
AC
18
Initiative
4
Hit Points
75 (10d8+30)
Speed
walk 30 ft.
Skills
Athletics +6, Perception +4
Passive Perception
14
Languages
Common
Challenge
4
Lineage
Guard
Environment
any
STR
18
+4
DEX
14
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
13
+1

Traits

Proficiency Bonus

+2

Gear

Breastplate, Javelins (6), Longsword, Shield

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

Multiattack

The guard makes two attacks, using Javelin or Longsword in any combination.

Javelin

Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.

Longsword

Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing 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 Captain: Guard captains often have ample professional experience. They might be accomplished bodyguards, protectors of magic treasures, veteran watch members, or similar wardens.