Iron Guard Spearman
Iron Guards
50 gp / day
220 lbs
12

|
|

45 / 45
13
15
30
2
5

Helmet
Mail Shirt
Bracers, Iron
Clothes, Uniform
Greaves, Iron
Boots, Iron
Medium Shield
 
Spear

  • Inventory Equipped:
  • Boots, Iron
    8 gp
  • Bracers, Iron
    15 gp
  • Greaves, Iron
    2 gp
  • Helmet
    40 gp
  • Mail Shirt
    60 gp
  • Medium Shield
    10 gp
  • Spear
    1 gp
  • Clothes, Uniform
    1 gp

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


  • Passive Abilities:
  • Pack Tactics
    500 gp

  • Attack Abilities:
  • Charge (3d6)
    4200 gp

  • Opportunity Attack Abilities:
  • Sentinel Protector
    500 gp

You see a wall of steel—chainmail taut beneath a slate-gray surcoat, spear grounded beside greaves blackened from soot. His shield bears the iron sigil, edge chipped, stance rigid, eyes unreadable beneath his helm.

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