Multiattack. The bodyguard makes two Thrusting Glaive attacks.
Thrusting Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. If the target is large or smaller and suffers damage from the attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Dosed Hand Crossbow. Ranged Weapon Attack, range 30/120: +5 to hit, one target. Hit:5 (1d6 + 3) piercing damage and 9 (3d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for one minute. While the creature is poisoned in this way, its speed is reduced by one-half, and the creature may not take bonus actions or reactions. The creature may repeat the saving throw at the end of each of its turns, ending the poisonous effects on a success.
Healing Potion (3x per day). The bodyguard consumes a potion of healing or administers it to an ally within 5 feet of it. The potion restores (2d4 + 2) hit points to the drinker.
Protect (recharge 4-6). The bodyguard selects one creature within ten feet of it that it can see and marks it for protection. Until the beginning of the bodyguard's next turn, attacks against the protected creature have disadvantage, and the protected creature has advantage on Strength and Dexterity saving throws. These protective effects immediately end if the bodyguard and the protected creature become separated by more than ten feet, or if the bodyguard is blinded, incapacitated, prone, or restrained.
Watchful Eye. The boduyguard may make a Wisdom (Insight or Perception) or an Intelligence (Investigation) check.
Sacrifice Play. If an ally within ten feet of the bodyguard is hit with an attack, the bodyguard may throw itself in front of the attack and take the damage (instead of the ally).
Preemptive Strike. If a creature the bodyguard can see moves to within 10 feet of the bodyguard, the bodyguard may make one Thrusting Glaive attack against the creature.
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