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Hired Guard


Proficiency Score: +9

Medium; Repute/Community; humanoid


Armor Class: 26 (+1 Dex, +3 Wis, +1 Deflection, +2 Item, +9 Proficiency)

Hit Points: 126 (9d12+18)

Speed: 40 feet

Initiative: +1 (advantage)


STRDEXCONINTWISCHA
18 (+4)12 (+1)14 (+2)10 (+0)16 (+3)8 (–1)

Saves: 

  • Fortitude +11+2d4
  • Reflex +10+2d4
  • Will +12+2d4

Skills: 

  • Acrobatics +10
  • Athletics +11
  • Insight +12
  • Perception +12
  • Stealth +10

Senses: Passive Perception 22, dark vision 60 feet

Languages: Common


Actions

Combat Hold. As part of a Strike action once per round, a Hired Guard can grab hold of an opponent and inflict the Grabbed condition on a successful Strike.

Flurry of Blows. For a single action, once per round, Hired Guard can make three Strikes, all with the same multi-attack penalty, with their Katana, Kama, or Starknives.

Kama. Melee Attack +13/+9/+5 (agile, finesse, flurry, trip) with 2d6+4 slashing damage.

Katana. Melee Attack +13/+8/+3 (flurry, sweep, versatile piercing) with 3d10+4 slashing damage.

Shield. As a reaction, the Hired Guard can use their Amulet of Natural Armor to create a shield with Hardness 9. This reduces the damage of the first successful Strike by 9 and then is dismissed.

Starknife. Melee/Ranged Attack +13/+9/+5 (agile, finesse, flurry, thrown 20 feet) with 1d6+4 piercing damage.


Equipment