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.
How many guards for a fight?
A guard is worth 25 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many guards fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
8
12
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the guard compares at CR 1/8
Against the 18 other challenge 1/8 monsters in the SRD 5.1, the guard has more hit points than 11 of them, which makes it tougher than most at its CR. See every CR 1/8 monster.
Statistic
Guard
CR 1/8 average
Armor Class
16
12.2
Hit points
11
8
Best attack bonus
+3
+4
Guard 2024 stat block
The 2024 Monster Manual revised the guard, and the SRD 5.2 carries the new stat block. What changed:
The numbers are the same; the text follows the 2024 rules glossary.
Armor Class
16 (chain shirt, shield)
Hit Points
11 (2d8 + 2)
Speed
30 ft.
Challenge
1/8 (25 XP)
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
12 (+1)
10 (+0)
11 (+0)
10 (+0)
Senses
passive Perception 12
Languages
Common
Gear
Chain Shirt, Shield, Spear
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Related 2024 stat blocks
The 2024 rules add Guard Captain (CR 4) beside the guard.