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Sentries and Watch Members

Habitat: Any; Treasure: Armaments, Individual

Guard captains often have ample professional experience. They might be accomplished bodyguards, protectors of magic treasures, veteran watch members, or similar wardens.


Guard

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.

To distinguish between Waterdeep’s different groups of guardians, keep this handy mnemonic in mind: the Guard guards the walls while the Watch watches all.

—Volothamp Geddarm, legendary explorer

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.


Guard Captain

Medium or Small Humanoid, Neutral
  • Armor Class 18
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.
  • Initiative +4 (14)
STR
18 (4)
DEX
14 (2)
CON
16 (3)
INT
12 (1)
WIS
14 (2)
CHA
13 (1)
  • Saving Throws Str +4, Dex +2, Con +3, Int +1, Wis +2, Cha +1
  • Skills Athletics 6, Perception 4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 4 (1,100 XP)
  • Habitat Any
  • Treasure Armaments, Individual
  • Gear Breastplate, Javelins (6), Longsword, Shield

Actions


  • Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.
  • Javelin (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (3d6 + 4) Piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +6 to hit, reach 30/120 ft., One Target. Hit: (3d6 + 4) Piercing damage.
  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (2d10 + 4) Slashing damage.
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