Xingese Bodyguard (FMA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Xingese Fighter (FMA Supplement) class and Far Traveler (5e Background) background, and as such does not follow traditional CR.

Medium humanoid, lawful neutral


Armor Class 16 (chain shirt)
Hit Points 66 (12d8 + 12)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 12 (+1)

Saving Throws Str -2, Dex +7, Con +3, Int +4
Skills Acrobatics +9, Animal Handling +7, Arcana +4, Insight +7, Investigation +4, Nature +4, Perception +7, Stealth +9, Survival +7
Senses passive Perception 17
Languages Common
Challenge 12 (8,400 XP)


Armor. The bodyguard has a damage threshold of 7.

Skirmish Defense. After having moved at least 15 ft. in one round, the bodyguard's AC becomes 18 until the start of their next turn.

Skirmish Attack. Once per turn, the bodyguard can deal an extra 10 (3d6) damage to a creature they hit with an attack after having moved at least 15 ft. in one round. The attack must use a finesse or a ranged weapon, and the target must be within 30 feet of the bodyguard.

Battle Fortitude. The bodyguard has a +2 bonus to initiative rolls and Constitution saving throws (included in bonus).

Swift Action. The bodyguard can take an additional bonus action on each of their turns. This action can only be used to take the Dash or Disengage actions, to interact with an additional object, or to take the Attack action after which they can not take the Attack action again until the end of their turn.

Evasion. When the bodyguard is targeted by an area effect that lets them make a Dexterity saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save.

Dragon's Pulse. The bodyguard can sense the exact location of any living creature within 10 feet of them, even if they are blinded or in darkness. Creatures within this range do not gain the benefits of being invisible or obscured against the bodyguard, and they know the hit points and any other resources any creatures within this feature's range has.

Amestrian Dueling. Attack and damage rolls made with light melee weapons have a +1 bonus (included in attack), and have their critical range increased by 1 (20 → 19-20 → 18-20).

ACTIONS

Dao. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Thrown Dagger. Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

REACTIONS

Sidestep. When an attacker that the bodyguard can see hits them with an attack, they immediately move 5 feet in any direction and reduce the attack's damage against them by 7. If they are unable to move 5 feet they cannot use this feature, and if they are prevented from moving they still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit them, but it does from any others.

Flowing Strike. When a creature misses the bodyguard with a melee attack, they make a melee attack against them.

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[Source]

Due to the tumultuous nature of Xingese politics both within and outside of the country, bodyguards trained in multiple styles of combat are often necessary for important individuals.



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