Guard (NPC): Difference between revisions

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| colspan="6" |''Medium. Humanoid''
| colspan="6" |''Medium. Humanoid''
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!'''STR'''
!STR
!DEX
!DEX
!END
!END
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| colspan="3" |
| colspan="3" |
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| colspan="3" |'''Armor Rating''' 14 (half plate)
| colspan="3" |'''[[Armor]] Rating''' 14 (half plate)
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| colspan="3" |
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| colspan="3" |
| colspan="3" |
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| colspan="3" |'''Speed''' 30ft
| colspan="3" |'''Speed''' 30 ft
| colspan="3" |
| colspan="3" |
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| colspan="6" |'''Skills''' (STR) Applied Force +1; (AWR) Perceiving +2
| colspan="6" |'''[[Skills]]''' (STR) Applied Force +1; (AWR) Perceiving +2
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! colspan="6" |Features
! colspan="6" |Features
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'''Light Sleeper.''' The Guard can still make Perceiving checks while unconscious as long as it does not have 0 HP. When doing so, it must roll 2d20 and use the lower result.
'''Light Sleeper.''' The Guard can still make Perceiving checks while unconscious as long as it does not have 0 HP. When doing so, it must roll 2d20 and use the lower result.
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! colspan="6" |Actions
! colspan="6" |[[Actions]]
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| colspan="6" |'''Move.''' The Guard can move up to its speed.
| colspan="6" |'''Move.''' The Guard can move up to its speed.
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| colspan="6" |'''Pike.''' ''Reach 15ft Two-Handed Weapon.'' +1 vs AR. '''Hit:''' 6 (1d10+1) sharp.
| colspan="6" |'''Pike.''' ''Reach 15 ft Two-Handed Weapon.'' +1 vs AR. '''Hit:''' 6 (1d10+1) sharp.
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| colspan="6" |'''Crossbow.''' ''Reach (200ft) Two-Handed Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) sharp.
| colspan="6" |'''Crossbow.''' ''Reach 200 ft Two-Handed Weapon.'' +0 vs AR. '''Hit:''' 3 (1d6) sharp.
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Latest revision as of 03:50, 12 September 2024

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Guard

Monster Level: 1
Medium. Humanoid
STR DEX END AWR INT CHA
1 0 1 1 0 0
Ref: 10 Fort: 11 Ant: 11 Log: 10 Will: 10
Armor Rating 14 (half plate)
Hit Points 15
Speed 30 ft
Skills (STR) Applied Force +1; (AWR) Perceiving +2
Features
Nap. If the Guard takes a nap for 10 minutes, it regains all of its health and gains +2 on its Perceiving checks for the next hour.

Light Sleeper. The Guard can still make Perceiving checks while unconscious as long as it does not have 0 HP. When doing so, it must roll 2d20 and use the lower result.

Actions

The Guard can MOVE and take ONE of the following actions.

Move. The Guard can move up to its speed.
Pike. Reach 15 ft Two-Handed Weapon. +1 vs AR. Hit: 6 (1d10+1) sharp.
Crossbow. Reach 200 ft Two-Handed Weapon. +0 vs AR. Hit: 3 (1d6) sharp.