Survivor. The weeping guard regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Indomitable (3/Day). The weeping guard can reroll a saving throw it fails. It must use the new roll.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can choose to make the attack target you.
Multiattack. The weeping guard makes three greatsword attacks or one heavy crossbow attack and one greatsword attack.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Crossbow., Heavy Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 11 (1d10 + 3) piercing damage.
Parry. The weeping guard adds 2 to its AC against one melee attack that would hit it. To do so, the weeping guard must see the attacker and be wielding a melee weapon.
The weeping guard can take 2 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 weeping guard regains spent legendary actions at the start of its turn.
Weapon Attack. The weeping guard makes a weapon attack.
Frighten (Costs 2 Actions). The weeping guard targets one creature it can see within 30 feet. If the target can see or hear it, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the weeping guards' next turn.
Previous Versions
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3/7/2019 10:20:28 PM
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3
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3/7/2019 10:25:31 PM
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4
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0
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Coming Soon
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