Medium Humanoid (Any Race), Any Alignment
Armor Class 19 (half plate, shield)
Hit Points 30 (4d10 + 8)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +5, CON +4
Senses Passive Perception 14
Languages Common and any one additional language (usually their own racial language, or the most common racial language in the region)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Action Surge. This creature may choose to take one additional action on its turn. This ability can't be used again until this creature takes a long rest.

Born to the Saddle. This creature has advantage on saving throws against being dismounted. Additionally, this creature may land on its feet so long as it isn't incapacitated, if it falls less than 10 feet from the back of its mount. Finally, mounting or dismounting only costs this creature 5 feet of movement.

Unwavering Mark. This creature may use this ability on any creature it successfully strikes with a melee attack. So long as the target is within 5 feet of this creature, it has disadvantage on any attack made against any target other than this creature. If a marked target deals damage to a target other than this creature, this creature may make a special attack action with advantage as a bonus action against that target on this creature's next turn. If this attack hits, it deals 2 additional damage. This may be done up to 3 times, and this creature regains all uses after a long rest. Unwavering mark lasts until the end of the next turn after it is applied.

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 2) piercing damage.

Bonus Actions

Charger. Whenever this creature takes the dash action, it may use a bonus action to make a melee attack or to shove another creature within melee range at the end of the dash. If this creature moved at least 10 feet before using this bonus action, they gain a +5 bonus to the melee attack's damage if they made an attack, or push their target 10 feet if they chose to shove.

Reactions

Protection Style. When a target other than this creature within 5 feet of it is attacked by another that this creature can see, this creature can use its reaction to impose disadvantage on the attack roll. This creature must be wielding a shield to use this.

Description

Cavalier guards serve as mounted protectors to traveling merchants and nobility, lending their talents to those with enough coin to afford them. These guards are rarely seen without access to a mount, often riding a warhorse. Because of their experience and lethality, these guards are picky in their employers, and only work for the particularly wealthy or those of immense political or religious import.

Monster Tags: NPChumanoid

Habitat: CoastalDesertForestGrasslandHillMountainUrban

Scaarion

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