Guard
· · CR Unknown
Ranges across any; Guard lists at CR 1/8 as a medium humanoid (neutral). AC 16, 2 hit dice, 30-ft speed. Speaks common. Sourced from Monster Manual (5.5e 2024) and Monster Manual (5e 2014).
Stat Block
- Challenge Rating
- Unknown
- Type
- —
- Size
- —
- Alignment
- —
- Speed
- —
- Habitats
- Any
- Sources
- Monster Manual (5.5e 2024), Monster Manual (5e 2014)
Ecology
Guards are the trained, paid security force of any organized settlement — city watch, palace guards, frontier garrison, caravan escorts, or noble house retainers. Recruitment draws from local commoner stock, with two to six months of basic drill before a recruit walks a beat. Most guards serve for a few years before mustering out into civilian life; a smaller core of career guards stays on and forms the institutional memory of the watch. Pay is modest but reliable, and bribes are common in low-stakes matters.
Behaviour
Guards are creatures of routine. They walk fixed beats, perform fixed inspections, and know their district's regulars by face. They are professionally suspicious of strangers, professionally bored most of the time, and professionally relieved when nothing happens. In a real fight they rely on numbers and the call to arms; alone, most will hesitate before engaging an obvious threat. Camaraderie within a watch is strong; rivalries between districts are constant.
Origin
Organized municipal guards are a relatively recent institution in most settings, emerging alongside the rise of large cities that outgrew informal night-watch arrangements. Earlier eras relied on militia call-ups and noble retinues. The modern guard structure — paid professionals, organized districts, formal chain of command — is largely an adaptation of military organization to civilian peacekeeping.
Related Monsters
Frequently Asked Questions about Guard
- Where does Guard live?
- Guard's habitat is open: the bestiary entry doesn't restrict the creature to one biome.