AC 15 (leather brigandine, light shield)
HP 11 (2d8 + 2; bloodied 5)
Speed 30 ft.
Proficiency +2; Maneuver DC 11
Skills Perception +2
Senses passive Perception 12
Languages any one
ACTIONS
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage.
Guards patrol city gates or accompany caravans. Most guards are not as well trained or equipped as army soldiers, but their presence can deter bandits and opportunistic monsters.
CR 0–2 1d8 guards ; 1d4 guards on camels , ponies , or riding horses ; 1 or 2 soldiers ; 1d8 stout halfling guards ; 1 or 2 deep dwarf soldiers or mountain dwarf soldiers
Treasure 800 sp
CR 3–4 guard squad with acolyte , noble , or soldier ; 1d4 soldiers ; 1 to 3 soldiers on riding horses or other mounts; veteran ; veteran with 2 to 4 guards ; 1d4 + 4 stout halfling guards mounted on mastiffs ; 3 or 4 deep dwarf or mountain dwarf soldiers
Treasure 200 gp, 5 assorted pieces of jewelry (25 gp each), sealed orders
CR 5–10 knight , priest , or veteran with soldier squad or 2 guard squads ; veteran with 1d4 + 1 soldiers , all mounted on riding horses or other mounts; 2 or 3 veterans mounted on warhorses ; 1d8 deep dwarf soldiers or mountain dwarf soldiers with champion warrior
Treasure 1,100 gp, tactical maps of the surroundings (100 gp), 2 potions of healing
CR 11–16 2 soldier squads with blackguard , champion warrior , high priest , holy knight , knight , mage, or veteran
Treasure 2,000 gp, 1 full plate armor , rod of rulership
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.