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CR 1 Security Guard (version 2)

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This building is now closed.

The primary duty of a security guard is to keep his or her eyes open for illegal activities, especially trespassing. When these activities are observed, they are supposed to call the police, not make a "citizen's" arrest. In many cases, it is illegal for security guards to carry guns in their line of work. They earn their pay by keeping insurance rates on the building they protect low.

But how much fun is that? Sometimes security guards "go bad" or have issues they want to deal with, and these are the guys likely to confront your PCs.

Security guards are often former police officers (who would probably have more levels than this example).

Security Guard (Tough Ordinary 1/Strong Ordinary 1): CR 1; Medium Humanoid (human); HD 1d10+1d8+4, hp 14, Mas 15; Init +1, Spd 30 ft.; Def 16 (+1 Dex, +2 class, +3 undercover vest); BAB +1, Grap +3; Atk nightstick +3 melee (1d4+2) or brawl +4 melee (1d6+2 nonlethal) or small pistol +2 ranged (2d6); S/R 5 ft./5 ft.; AL any; SV Fort +4, Ref +1, Will +1; AP 0, Rep +0; Str 14, Dex 12, Con 15, Int 10, Wis 13, Cha 8.

  • Occupation: Blue Collar (class skills: Climb, Drive, Intimidate)
  • Skills: Climb +3, Drive +4, Intimidate +3, Jump +2, Knowledge (civics) +1, Spot +5.
  • Feats: Armor Proficiency (light), Brawl or Personal Firearms Proficiency.
  • Possessions: small pistol (such as a Beretta 92F), 2 magazines (15 rounds each), nightstick, undercover vest.


This article is related to
D20 Modern
D20 Modern NPCs
D20 Modern NPCs by Creature Type
D20 Modern NPCs by Primary Character Class

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