{"name":"Head Guard","tier":"1","type":"Leader","description":"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_modifier":"+4","standard_attack":" Mace: Melee | 1d10+4 phy","experience":" Commander +2, Local Knowledge +2","features":"Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard \r\nand up to 2d4 allies within Far range.\r\n\r\nOn My Signal - Reaction: Countdown (5). When the Head Guard \r\nis in the spotlight for the fi rst time, activate the countdown. It \r\nticks down when a PC makes an attack roll. When it triggers, \r\nall Archer Guards within Far range make a standard attack with \r\nadvantage against the nearest target within their range. If any \r\nattacks succeed on the same target, combine their damage.\r\n\r\nMomentum - Reaction: When the Head Guard makes a successful \r\nattack against a PC, you gain a Fear1","img":"","notes":"","tags":"Leader, Tier 1, Guard, humanoid","isShared":"on","templateId":"18679","blockId":"1603276","world":"2f71e15f-c7ee-4b4a-9a03-c5d416246bcc","folder":"null"}