Special Guard

Medium humanoid, lawful neutral

Armor Class 16

16 Hit Points 60

60 Speed 30ft.

STR DEX CON INT WIS CHA (+3) (+3) (+2) (-1) (-2) (0)

Proficiency +2

+2 Saving Throws Dex, Con

Dex, Con Skills Acrobatics, Athletics, Investigation, Perception, Intimidation.

Acrobatics, Athletics, Investigation, Perception, Intimidation. Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge ??

Authority. Advantage on Intimidation checks.

Actions

Multiattack. Special guards can make two melee weapon attacks.

Adaptable fighter. Special guards can take any non-weapon action as a bonus action each round.

Sleep Potion. Athletics or Acrobatics action. +5 to roll, reach 5ft., one target. Target must contest the attack roll with an Acrobatics or Athletics saving throw. On a success, the target is asleep for 1d4+1 rounds.

Cuff 'em. Athletics or Acrobatics action. +5 to roll, reach 5ft., one target.Target must contest the attack roll with an Acrobatics or Athletics. Special guards practice grappling maneuvers to restrain hostiles. On a failed save, target becomes restrained until released or the cuffs are broken. Cuffs have 5 hp and AC 19. DC 25 to break.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d8 + 3. Versatile 1d10 + 3.

Baton. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d4 + 3 bludgeoning. Thrown (50/80) 1d4 + 3 bludgeoning.