Royal Guard (5e Creature)

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Royal Guard[edit]

Medium humanoid (any race), any alignment

Armor Class 20 (plate armor, shield)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

18 (+4) 18 (+4) 17 (+3) 15 (+2) 16 (+3) 13 (+1)

Saving Throws Str +8, Dex +8, Con +7, Wis +7
Skills Athletics +8, Insight +7, Intimidation +5, Perception +7, Persuasion +5
Proficiency Bonus +4
Senses passive Perception 17
Languages any two languages
Challenge 10 (5,900 XP)

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

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 royal 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 it 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. For each ally within 5 feet of the royal guard that is wielding 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 can add its proficiency bonus to damage rolls made with weapons (included in the attack).


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

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.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 8) piercing damage, or 12 (1d8 + 8) piercing damage if used with two hands to make a melee attack.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 13 (1d10 + 8) piercing damage.

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.


Defensive Reflex. The royal guard gains a 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.

Selfless Protection. When an ally is hit by a melee or range attack, the royal guard can spend its reaction to take the damage instead of that ally. The royal guard must be within 5 feet of the ally.


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 weapon 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 royal guard ready and stout, Source

Royal guards are the elite private guardsmen of the wealthy and significant. They will band together to defend their masters at the cost of their own lives without a second thought.

Royal Members. The royal guards usually consist of members of noble families almost exclusively, and though a common man can be a member of them, they are usually looked upon with wary eyes at best.

Nameless Lords. When a royal guard enlists to guard a royalty, they are forced to discard their old names and replace them with the title of a lord if they had none. This causes the royal guard to be simply called lord or highness since they possess no name unless given by their lord.

Incorruptible. One can never bribe or convince a royal guard to turn against their lord with the promise of anything, unless the lord truly deserves what to is coming to them or because the lord treated the guard badly.

Few In Numbers. In some cases, the ruler chooses to have a single royal guard instead of having multiple of them. This is based on the royal guard being also a secret keeper for their lord; thus, the lord doesn't want more than one person to know such secrets.

Masters and Apprentices. It is required of a royal guard to train an apprentice to take over their place in case of any accidents, yet they usually have to consider those who have great and unique heritage and ability.

A Royal Guard's Lair

Royal guards prefer castles and forts as their lairs, fortified places with hard and sturdy walls surrounding them. Furthermore, they also prefer having soldiers around it all the time, they prefer having them protect the place and its inhabitants. Under the watchful eyes of a royal guard, any place can be a never broken fort.

Lair Actions

On initiative count 20 (losing initiative ties), the royal guard know how to use their location to their advantage, whether using their martial or arcane knowledge. The royal guard takes a lair action to cause one of the following effects; the royal guard can't use the same effect two rounds in a row:

  • The royal guard can request reinforcements from the guards around. With every initiative count 20, allies of the royal guard arrive in the form of a single knight and 1d6 guards. This lair action can be used after 1d4 + 2 rounds.
  • The royal guard analyses the situation carefully and decide what is the best course of action, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • The royal guard orders its allies to attack in a method that is most helpful to it. If the ally attacks the target of the order the royal guard gains advantage on its next attack against the target.

The royal guard can't repeat an effect until both two have been used, and it can't use the same effect on consecutive rounds.

Regional Effects

As given instructions for all inhabitants, the location of a royal guard might include any of the following magical effects:

  • Any attempt for stealth within 1 mile of the guard's location is met with disadvantage; furthermore, guards watching over the location gain advantage on Wisdom (Perception) checks.
  • Rooms and hallways inside the lair are all similar looking and hard to navigate without proper escort; furthermore, a person unfamiliar with the lair must attempt a DC 15 Intelligence (Investigation) check to find their way around the city.
  • Every source of light such as torches and lamps are hard to extinguish, and are usually rekindled within 1d4 + 1 minutes by other inhabitants guarding the lair.

If the royal guard dies, these effects fade over the course of 1d10 days.

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