Guild Master (5e Creature)

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Royal Guard[edit]

Medium humanoid (any race), any alignment


Armor Class 23 (plate, shield)
Hit Points 238 (28d8 + 140)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 21 (+5) 19 (+4) 20 (+5) 18 (+4)

Saving Throws Str +12, Dex +12, Con +11, Wis +10
Skills Athletics +12, History +9, Insight +11, Intimidation +10, Perception +11, Persuasion +10, Stealth +12
Senses passive Perception 21
Languages any four languages
Challenge 17 (18,000 XP)


Brave. The royal guard has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the master hits with it.

Keen Sight The master has advantage on Wisdom (Perception) checks that rely on sight.

Charging Shield. If the royal guard moves at least 15 feet straight toward a target that is large or smaller and then hits it with a shield bash attack on the same turn, the target takes an extra 7 (3d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw with disadvantage or be pushed back 5 feet and knocked prone.

Legendary Resistance (2/Day). If the royal guard fails a saving throw, it can choose to succeed instead.

Pack Tactics. 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 the ally isn't incapacitated.

Stalwart Defense. The royal guard has advantage on saving throws if he is aware of the hazard or the point of origin.

Steadfast. The royal guard can't be frightened while it can see an allied creature within 30 feet of it.

Wall Barrier. With every ally that is 5 feet away from the royal guard that hse a shield, the royal guard gains a +1 bonus to its AC, to a maximum of +3. The royal guard must be wielding a shield to gain this benefit.

Weapon Mastery. The royal guard has a mastery over all weapons, you can add your proficiency bonus to your damage (included in the attack).

ACTIONS

Multiattack. The guard makes four melee weapon attacks: one with its shield bash and three with its longsword.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d4 + 8) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Leadership (Recharges after a Short or Long Rest) (must be able to speak). For 1 minute, the master can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the master. A creature can benefit from only one Leadership die at a time. This effect ends if the master is incapacitated.

REACTIONS

Defensive Reflex. The royal guard can spend its reaction to 4 to its AC against melee or range weapon attacks, and any ally that is 5 feet behind the royal guard can't be targeted by a melee or range weapon attack coming from its direction. The royal guard must be wielding a shield to gain this benefit.

LEGENDARY ACTIONS

The royal guard can take 3 legendary actions, choosing from the options below. 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 spent legendary actions at the start of its turn.

Attack. The royal guard makes one melee or range attack.
Move. The royal guard moves up to half its speed.
Shield Bash (Costs 2 Actions). The royal guard makes one shield bash attack.
Bolster (Costs 2 Actions). The royal guard bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the royal guard's next turn.
True Strike (Costs 3 Actions). The royal guard attacks without needing to roll for it, the attack also deals critical damage.

A Guild leader is, well, a guild leader. Usually a person of high political standing Guild Leaders control large numbers of mercenary's, and usually owns many guild buildings.

Magic Items. Guild leaders generally have several rare and very rare items and occasionally a legendary item. This Guild leader in particular has a sword of fenris, a norse shield, and revealing plate.



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