Head GuardCore
Adversary
Leader — Tier 1
A seasoned guard with a mace, a whistle, and a bellowing voice.
Motives and Tactics: Arrest, close gates, pin down, seek glory
Difficulty
15
Damage Thresholds
7 / 13
Hit Points
7
Stress
3
Attack Bonus
+4
Weapon
Mace (Melee)
Damage
1d10 +4 Physical
Experiences: Commander +2, Local Knowledge +2
Features
Rally Guards - Action
Spend 2 Fear to spotlight the Head Guard and up to
On My Signal - Reaction
Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.
Momentum - Reaction
When the Head Guard makes a successful attack against a PC, you gain a Fear.
Cards
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