Medium humanoid (any race), any alignment
armor class20 (Platte,Sign)
hit points150 (20W8+60)
speed30 feet.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 16 (+3) | 13 (+1) |
save litters Str+8,Dex+8,Con+7,Wis+7
competencies athletics+8,insight+7,intimidation+5,perception+7,conviction+5
Therepassiveperception17
Languagesany two languages
challenge10 (5.900 EP)
Brave.The royal guard has advantage on saving throws versus beingfrightened.
drawer shield.If the Royal Guard moves at least 15 feet directly toward a large or smaller target and then hits it with a shield slam attack in the same turn, the target takes an additional 7 (3d4) club damage. If the target is a creature, it must be a DC 16 to succeedStrengthDisadvantage saving throw or being knocked back 5 feet and knockedsusceptible.
Legendary Resistance (2/day).If the Royal Guard fails a saving throw, they may choose to succeed instead.
The pack tactic.The royal guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 feet of the creature and that ally is notdisabled.
Selfless Protection.When an ally is hit by a melee or ranged attack, the Royal Guard can use their reaction to take the damage instead of that ally. The Royal Guard must be within 5ft of the ally.
Steadfast Defense.The Royal Guard has an advantage on saving throws if they are aware of the danger or the source.
steadfast.The royal guard cannot befrightenedwhile it can see a friendly creature within 30' of it.
wall barrier.With each ally within 5 feet of the Royal Guard that is wielding a shield, the Royal Guard gains a +1 bonus to AC, up to a maximum of +3. The Royal Guard must wield a shield to gain this benefit.
Weapon Mastery.Royal Guard masters all weapons, you can add your skill bonus to your damage (included in attack).
ACTIONS
multiple attack.The Warden performs three melee weapon attacks: one with his shield slam and two with his longsword or spear.
longsword. Melee Attack:+8 to hit, range 5ft, one target.Beat:12 (1d8 + 8) slam damage or 13 (1d10 + 8) slam damage when used with two hands in a melee attack.
Speer. Melee or ranged attack:+8 to hit, range 5' or range 20/60', one target.Beat:11 (1d6 + 8) piercing damage or 12 (1d8 + 8) piercing damage when used with two hands in a melee attack.
greatsword. Melee Attack:+8 to hit, range 5ft, one target.Beat:15 (2d6 + 8) slam damage.
Hellebarde. Melee Attack:+8 to hit, range 10 feet, one target.Beat:13 (1d10 + 8) slam damage.
Heavy Crossbow. Ranged Weapon Attack:+8 to hit, range 100/400 feet, one target.Beat:13 (1d10 + 8) piercing damage.
shield slam Melee Attack:+8 to hit, range 5 feet, one creature.Beat:5 (2d4 + 8) bludgeoning damage. If the target is large or small, it must be a DC 16 to succeedStrengthsaving throw or being hitsusceptible.
REACTIONS
defensive reflex.The Royal Guard can spend its response of 4 to AC against melee or ranged weapon attacks, and any ally that is 5 feet behind the Royal Guard cannot be targeted by a melee or ranged weapon attack coming from their direction. The Royal Guard must wield a shield to gain this benefit.
LEGENDARY ACTIONS
The Royal Guard can perform 3 Legendary Actions and choose from the following options. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Royal Guard regains any Legendary Actions spent at the start of their turn.
Attack.The Royal Guard performs a melee or ranged attack.
Move.The Royal Guard moves at half speed.
Shield Bash (costs 2 actions).The Royal Guard performs a Shield Bash attack.
Reinforcement (costs 2 actions).The Royal Guard supports all non-enemy creatures within 120' of it until the end of its next turn. Empowered creatures can't beFascinatedorfrightened, and they gain advantage on ability rolls and saving throws until the end of the Royal Guard's next turn.
True Strike (costs 3 actions).The Royal Guard attacks without having to roll a dice, the attack also deals critical damage.
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A royal guard ready and strong,Those |
Royal Guards are the elite private guards of the rich and famous. They will band together to defend their masters at the cost of their own lives without a second thought.
Royal Members.The royal guards are usually composed almost entirely of members of noble families, and although a common man can be a member of them. They are usually viewed with tired eyes at best.
Nameless Lords.When a royal guard enlists to guard a royal house, they are forced to discard their old names and replace them with the title of lord if they did not have one. This leads to the Royal Guard being simply called Lord or Highness as they do not own a name unless granted by their Lord.
Incorruptible.One can never bribe or persuade a royal guard to turn against his lord by promising anything, unless the lord truly deserves what has happened to him or because the lord has treated the guard badly.
Few in numbers.In some cases, the ruler chooses to have a single Royal Guard rather than having multiple of them. This is based on the Royal Guard also being a secret keeper to their lord; Therefore, the Lord does not want more than one person to know such mysteries.
masters and apprentices.It is required of a Royal Guard to train an apprentice to take his or her place in the event of an accident, but they must usually allow for those who have great and unique heritage and skill.
The hideout of a royal guard
Royal guards prefer castles and fortresses as their camps, fortified places with hard and sturdy walls surrounding them. Besides, they also prefer to have soldiers around them all the time, they prefer protecting the place and its inhabitants. Under the watchful eyes of a royal guard, any location can be a fortress never destroyed.
Lair Actions
At an initiative score of 20 (losing initiative bonds), the Royal Guard knows how to use their location to their advantage, whether using martial or arcane knowledge. The Royal Guard performs a Hide Action to trigger one of the following effects: The Royal Guard cannot use the same effect two turns in a row:
- The Royal Guard can call in reinforcements from nearby guards. At every initiative score of 20, Royal Guard allies appear in the form of a single knight and 1d6 guards. This cave action can be used after 1d4 + 2 turns.
- The Royal Guard carefully analyzes the situation and decides what is the best course of action to give them the advantage on attack rolls, skill checks, and saving throws until initiative is 20 in the next turn.
- The Royal Guard can order their allies to attack using whatever method is most helpful to them. If the ally attacks the target of the order, the Royal Guard gains an advantage on their next attack against the target.
The Royal Guard cannot repeat an effect until both have been used, and they cannot use the same effect on consecutive turns.
regional effects
As a given directive to all Residents, the location of a Royal Guard may include one of the following magical effects:
- Any stealth attempt within 1 mile of the guard's location will result in penalties; In addition, guards guarding the location gain an advantagewisdom(perception) checked.
- Rooms and hallways in the hideout all look similar and are difficult to navigate without proper escort. also, a person unfamiliar with the cave must attempt a DC 15intelligence(investigation) check to find your way around the city.
- All light sources such as torches and lamps are difficult to extinguish and are usually reignited within 1d4 + 1 minutes by other dwellers guarding the cave.
When the royal guard dies, these effects fade over 1d10 days.