12 guards designed to accomplish 2 goals:

Feel as unique to fight as a phase spider. Like the Captain of the Guard here with her Investigate ability.

Investigate. Mark a creature the captain of the guard can see as wanted. While the creature is within the captain of the guard’s political reach, they must succeed a DC 16 stealth check every hour to prevent guards showing up hot on their tail. Only one creature can be marked at a time.

Recreate classic moments with guards in fantasy literature. Like the 3rd Watch Recruit's with his Take Em' Out ability.

Take Em’ Out. A creature the recruit cannot see may succeed a DC 16 Stealth check to defeat the recruit without raising the alarm. A creature with proficiency in thieves tools makes this check with advantage.

Other guards include:

The Cardinal's Men, The Evil Lord's Lackey's, The Good King's Bumbling Brigade, Guard Dog, The Queen's Guard, The Secret Guard, the Nosy Guard, the Trusted Guard, Waterdeep's Finest, and the Traitorous Guard!