AC 13 (natural armor)
HP 13 (2d8 + 4; bloodied 6)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages any two
ACTIONS
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Roll. The guard rolls up to its Speed in a straight line. While rolling, it can attempt to move into the space of Large or smaller creatures. A creature can make a DC 12 Dexterity saving throw , taking 4 (1d4 + 2) bludgeoning damage on a failure and ending the guard’s movement on a success.
Rock. Ranged Weapon Attack: +4 to hit, range 40/80 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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.