Bystander
Creature 1 — human, humanoid
AnvilLANDhumanhumanoid
Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats. Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and
Source: wardens-of-wildwood-bestiary
Perception +7; (+11 to find concealed objects)
Languages common
Skills athletics +7, medicine +7, stealth +5
Str
+4
Dex
+2
Con
+2
Int
+0
Wis
+2
Cha
-1
Items Staff, Sling, Hide Armor
AC 18
Fort +7
Ref +5
Will +5
HP 20
Speed 25 feet
Offense
Melee Staff (monk, two-hand-d8) +9, Damage 1d4+2 bludgeoning
Ranged Sling (propulsive, reload-1) +7, range increment 50 feet, Damage 1d6 bludgeoning
Abilities
Attack of Opportunity —
Primal Prepared Spells DC 16, attack +8
1st Heal, Runic Weapon
Cantrips (1st) Caustic Blast, Tangle Vine
WORKS WELL WITH
SniperLANDA ranged attacker can plink from safety while this staff-wielder's Reactive Strike discourages the party from closing in on the sniper instead.
WeaverLANDA debuffing caster stays protected behind the line this defender holds, since Reactive Strike punishes any PC who tries to Stride past.
FlankerLANDA mobile striker can slip around the flank while this defender's Reactive Strike keeps the front locked in place, discouraging PCs from disengaging.
PUNISHES
✖ kiting✖ disengage attempts✖ standing adjacent
Works well with · Punishes · Pairing advice
Unlock with Tactics
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