325+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure!
Played | 779 times |
Cloned | 76 times |
Created | 40 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Description
Recruited from diverse backgrounds and united by their contract with the powerful Flaming Fist, their training focuses on maintaining order within the city, often enforcing its uneven laws. They patrol the dangerous streets, dealing with internal and external threats, and while some are corrupt, many are loyal to the Fist, viewing themselves as the city's protectors in a pragmatic and sometimes brutal environment. These guards enforce a strict legal code with severe penalties for major crimes like murder, theft, and assault, though its application often favors the wealthy. They can dispense immediate justice for witnessed crimes, but unclear cases or those involving the influential often lead to detention. Magic users must register with the Duchal Palace, and necromancy and blood magic are strictly forbidden. Foreign agents (and all visitors) should report to the High Hall, and animals larger than a peacock (dogs) are banned within the city walls. Cats are still allowed inside.
Size | Medium |
Type | Humanoid |
CR | 3 |
XP | 700 |
Languages | Common |
Armor Class | 15 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Multiattack
The Flaming Fist Guard makes two melee attacks.
Shield Bash
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Spear
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 4) piercing damage.