Birdfolk Guard

Humblewood Campaign Setting p. 191 (Third Party)

Size
Medium
Type
humanoid (any birdfolk)
Alignment
Any Lawful Alignment
AC
16 (chain shirt, shield)
Hit Points
11 (2d8+2)
Speed
walk 30 ft.
Skills
Perception +2
Passive Perception
12
Languages
Birdfolk, can also understand Auran but can't speak it
Challenge
1/8
Lineage
Birdfolk
STR
13
+1
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Glide

When falling at least 10 feet, the guard can spend a reaction to fly up to their speed in one direction as they descend. They land in an unoccupied space at the end of their movement, and take no falling damage. They cannot glide while carrying heavy objects or heavy weapons, (though they can drop any held items as part of their reaction).

Actions

Spear

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Other data

description

Aspiring recruits from all over the Wood flock to the Perch Guard headquarters in the capital of Alderheart to join their ranks. After successful training, these newly sworn guards return to their home perch. They serve with pride, acting as the perch's first line of defense. Under the Humblefolk Treaty, members of the Perch Guard are tasked to aid nearby villages on the forest floor whenever necessary. In larger cities like Alderheart, the Perch Guard are also responsible for dealing with inner city issues such as robbery, bar fights, and investi-gating and arresting criminals.