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Elite Guard

Medium Human, Professional Guardsman, Lawful Good

Armor Class 16 (Chainmail)
Hit Points 45 7d8+14
Speed: 25 ft Climb: 10 ft

STR

15
( +2 )

DEX

14
( +2 )

CON

15
( +2 )

INT

12
( +1 )

WIS

12
( +1 )

CHA

9
( -1 )

Saving Throws Strength (+5) Dexterity (+5)
Skills According to Overall Abilities
Intelligence
Investigation (+4)
Nature (+4)
Wisdom
Perception (+4)
Survival (+4)
Languages Common, Halfling
Challenge Rating 1
Proficiency Bonus +3

Description

Nearly everywhere within the larger cities of the Lords, Barons, and many noble houses, the typical guardsman is accompanied by the presence of the higher echelon of their kind. Elite Guards are a flexible adaptation from the rigid roles of the Footsoldier and Sentinel. The items they wield and the armor they don are not unique or special in many ways, but what is particularly different about them is their approach, and training.   In combat, the Elite Guard use their movement to the best of their ability. Positioning is considered even in the most minute ways, and using it is of the utmost importance to these guardsmen. Without it, some of their better traits are lost out on and fail to come into play within duels, wider combat, or large scale fighting. They are more than capable of staying alive with each other on the battlefield and take precautions to keep it that way.   Elite Guardsmen are Level VI Humans.     Gear: Refined Crossbow (Heavy Crossbow), Imperial Blade (Longsword), Chainmail (Heavy), 8 GP.


Unique Traits.
Synergy.
As a bonus action, Elite Guards can swap places when within five feet of each other. This does not provoke opportunity attacks.
Reactive Response.
When one of the Elite Guard is within 10 ft of another, they can make a second attack with their bonus action.

Actions

Imperial Blade. +5 to hit, single target. 5 ft. range, 6 1d8+2 Slashing damage.
Refined Crossbow. +5 to hit, single target. 80/160 ft. range, 7 1d10+2 Piercing damage.


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