
Medium Human (Royal Guard), Any lawful Alignment
STR 16 (+3) |
DEX 12 (+1) |
CON 14 (+2) |
INT 11 (+0) |
WIS 11 (+0) |
CHA 15 (+2) |
Armour Class |
18 (Plate) |
Hit Points |
65 (10d8+20) |
Speed | 30 ft. |
Challenge Rating |
4 (1,100 XP) |
Saving Throws: Con +4, Wis +2
Skills: Athletics +5, Survival +4, Perception +2, Medicine +2,
Senses: Passive Perception 12
Languages: Common
Traits | |||
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Actions | |
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Multiattack: The Royal Guard can make either three melee attacks with the dagger, or the Royal Guard can make two ranged attacks - one with any rifle then the 10mm pistol. If carrying their shield, the Royal Guard can make two ranged attacks with the 10mm pistol. | |
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. |
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Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage. |
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Dagger: Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. |
10mm Pistol : Ranged Weapon Attack: +5 to hit, reach 80/200 ft., one target. Hit: 5 (1d8) piercing damage. |
Pump Shotgun: Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: 10 (4D4) piercing damage. |
Hunting Rifle: Ranged Weapon Attack: +5 to hit, reach 120/400 ft., one target. Hit: 11 (2D10) piercing damage. |
Bonus Actions | |
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Battle Ready The Royal Guard has access to the following bonus actions. One can be made per turn. Bonus actions must be taken in order. | |
Hologram Overshield: Duration, one minute. Single use per long rest. Three hologram duplicates of The Royal Guard appear in their space. Until the shield ends, the duplicates move with The Royal Guard and mimic their actions, shifting position so it’s impossible to track which image is real. You can use your Royal Guard action to dismiss the illusory duplicates. Should the Royal Guard take any damage, one of the copies takes all the damage instead. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The shield ends when all three duplicates are destroyed. The Royal Guard would still take full damage stated from failing any "area of effect" saving throws or attacks. A creature is unaffected by this shield if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. |
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Health Boost Injection: The Royal Guard injects themselves with a needle, this concoction gives them +20 temporary hit points. | |
Defence Mode: Starting from their third turn, Royal Guards can enter a defensive formation that allows them to add +2 AC to any ally within 5ft of them against ranged attacks. There is no maximum cap to how many Royal Guards can add this buff to an ally that is within 5ft of them. If one target has eight Royal Guards around them in 5ft, they would gain an extra 16 AC to ranged attacks. |
Bio | |
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"After the bombs fell, Great Britain was in a state of disarray and lawlessness. Acts of violence, looting and rioting were at an all time high. A decree was passed by King James III, stating that all the remaining members of the Buckingham Palace Guard, the Beefeaters, SAS soldiers, British Army Soldiers, RAF Pilots, Navy Seamen, Royal Marines, MI5, MI6, and the Special Forces were to unite under a common banner to aid local police forces in maintaining the peace. Due to the highly trained and versatile nature of the Royal Guard, it quickly replaced Police task forces and the statndard law-keeping regime in the UK, with most Police forces having either been previously abandoned, destoryed or unprepared for the challenges ahead. Following the attack, most of remaining British Police forces joined The Royal Guard to receive a better form of training and access to better equipment. |