b'Temple Guard of Set \n'b'  Medium   humanoid (human) ,  lawful evil  \n'b'  Armor Class  13 (leather cuirass)  Hit Points  16 (3d8+3)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  12 (+1)  CON:  13 (+1)  INT:  10 (+0)  WIS:  11 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +3  Senses  passive  Perception  14  Languages  Dhari, Low Atlantean  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Poison Use  The temple guard can use an action to apply poison to a weapon. The poison remains potent for 1 minute. Any creature hit by a  poisoned  weapon must make a  Con  save (DC 10) or take 1d4 poison damage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Khopesh .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 2d4+1 slashing damage. \n'b'  Shortbow .  Ranged Weapon Attack : +3 to hit, range 30 ft./120 ft., one target.  Hit : 1d6 piercing damage. \n'b'\n'b' ABOUT \n'b' Warriors sworn to serve Set with no regard for their own lives, temple guards are masters of stealth, ambush, and poison. Set\xe2\x80\x99s followers scorn the idea of a fair fight, and seek to defeat their enemies through assassination and terror. Nothing is more difficult to stop than a swarm of assassins who don\xe2\x80\x99t care whether they live or die.'