Free interactive D&D 5e SRD stat block

Guard

Medium Humanoid, CR 1/8, AC 16, 11 HP. Neutral.

Medium Humanoid, Neutral

AC
16
Initiative
+1 (11)
HP
11 (2d8+2)
Speed
30 ft.
ScoreModSave
STR 13 +1 +1
DEX 12 +1 +1
CON 12 +1 +1
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Skills
Perception +2
Senses
Passive Perception 12
Languages
Common
CR
1/8 (XP 25; PB +2)
Gear
Chain Shirt, Shield, Spear

Actions

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

How to run Guard

A guard is the city's response to whatever stupid thing the party just did. CR 1/8, AC 16 from chain shirt and shield, 11 HP, Spear at +3 for about 4 piercing. As a single combatant the guard exists to be knocked down; as a unit, four to eight of them are the local authority and the party's actual problem. Run guards in groups, run them with rules of engagement, and remember the spear has a 20/60 ft. range when thrown.

The opening turn for a guard squad is shouted demands, not attacks. Guards work for a captain, a baron, or a magistrate who wants the troublemakers detained, not killed. If the party surrenders, the encounter ends. If the party fights, the guards form a line, brace spears, and try to drop the most armored-looking PC first by gang-tackling. Two guards per PC is the practical breakpoint where a level-3 party loses initiative-by-action-economy, even though each individual guard is trivial. They will also throw spears at fleeing characters, which surprises players who assume melee mooks have no ranged option.

Damage priority is whoever is yelling threats or visibly casting. Guards have Common, so they understand "I'll burn this whole barracks down" and they take it personally. Passive Perception 12 means they spot the rogue's first sneak attempt about half the time.

The morale break comes fast. Half the squad down or the captain killed and the rest drop weapons, run for reinforcements, or back off to a defensive line. Guards do not fight to the death over a tavern brawl. They do fight to the death if the party is sacking the keep, and that distinction is the encounter.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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