Iron Guard Cleric
Iron Guards
50 gp / day
220 lbs
16

|
|

60 / 60
12 / 12
13
15
30
2
5

Helmet
Half Plate
Bracers, Iron
Clothes, Uniform
Cloak, Cloth
Greaves, Iron
Boots, Iron
Mace
 
Medium Shield

  • Inventory Equipped:
  • Boots, Iron
    8 gp
  • Bracers, Iron
    15 gp
  • Cloak, Cloth
    1 gp
  • Greaves, Iron
    2 gp
  • Half Plate
    450 gp
  • Helmet
    40 gp
  • Mace
    5 gp
  • Medium Shield
    10 gp
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped:
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp


  • Attack Abilities:
  • Divine Strike (3d6)
    4200 gp


  • Spellcasting |
  • | Divine Guidance Hand of Radiance Holy Proclamation Sacred Flame Touch of Light
  • | Bane Foes Bless Allies Ceremony of Commitment Cure Wounds Detect Poison and Disease Guiding Bolt Healing Word
  • | Alleviating Touch Banish Shadows Forceful Query Hold Person Prayer of Healing Restoration, Adept

You see plate dulled by ash and prayer, a red-crossed cloak draped over broad shoulders. His shield bears dents like sermon marks, and the mace in his fist gleams faintly, edge-crusted with dried consecration.

Iron Guards
Creature Sub Type

Iron Guards are the hardened backbone of city defense—better trained, better equipped, and far more disciplined than common street guards. Stationed at gates, key intersections, and garrisons, they respond to riots, suppress organized crime, and serve as elite enforcers of local law.

They wear matching uniforms reinforced with chain or scale beneath dark gray surcoats, each marked with the sigil of the city or Iron Guard insignia. Their presence is deliberate and unyielding—boots like anvils, eyes always scanning.

Respected and feared. Iron Guards are known for their discipline, ruthlessness in combat, and lack of tolerance for corruption. While some see them as protectors of peace, others call them “Iron Dogs”—unyielding and cold, more loyal to order than to justice.

Clothes, Uniform
 

  • Inventory Equipped:
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped:
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp

  • Extra Attack: +1

  • Skill Tier 2:
  • Common Language Skill

  • Skill Tier 3:
  • Empathy
  • Influence
  • Law
  • Navigation

  • The attack when rolled is considered to be unhindered, and does not count against your total attacks done this turn while in combat.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information