Royal Guard (5e Creature)
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Medium humanoid (any race), any alignment
Saving Throws Str +8, Dex +8, Con +7, Wis +7
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 guard's allies is within 5 feet of the creature and the ally isn't incapacitated.
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.
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).
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 Range 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.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) slashing damage.
Heavy Crossbow. Range Weapon Attack: +8 to hit, reach 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 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.
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.
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 weary eyes at best.
Nameless Lords. When a royal guard enlists to guard a royalty, they are forced to discard their old names and replaced by 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 convinces a royal guard to turn against his lord with the promise of anything, unless the lord truly deserves what to is coming to him 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 his or her 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 his or her 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.
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't repeat an effect until both two have been used, and it can't use the same effect on consecutive rounds.
As a given instructions for all inhabitants, the location of a royal guard might include any of the following magical effects:
If the royal guard dies, these effects fade over the course of 1d10 days.