Iron Guard Infiltrator
Iron Guards
50 gp / day
190 lbs
14

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52 / 52
13
15
40
30
2
5

Leather Jerkin
Bracers, Leather
Clothes, Uniform
Cloak, Cloth
Crossbow Bolt Case
Boots, Leather
Dagger
 
Shortsword

  • Inventory Equipped:
  • Boots, Leather
    3 gp
  • Bracers, Leather
    5 gp
  • Cloak, Cloth
    1 gp
  • Crossbow Bolt Case
    1 gp
  • Dagger
    2 gp
  • Leather Jerkin
    45 gp
  • Shortsword
    10 gp
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped:
  • Dagger
    2 gp
  • Hand Crossbow
    75 gp
  • Shortsword
    10 gp
  • 20 Crossbow Bolt
    0.05 gp
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp


  • Passive Abilities:
  • Pack Tactics
    500 gp
  • Skill ADV: Sneak
    2500 gp

  • Attack Abilities:
  • Poison Attack (2d6)
    1600 gp

You catch a flicker—hood drawn low, leather plates dulled with ash, twin blades crossed at the back. His boots barely scuff the stone, and his armor bends with the shadows between torchlight.

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