Celestial Radiance. Advantage on Constitution checks to resist exhaustion during the day.
Daylight Affinity. Gain a bonus to Strength checks and saving throws in direct sunlight equal to their Strength modifier.
Warm Glow. Advantage on Charisma (Persuasion) checks during the day.
Ekaahi's Embrace. Gain resistance to Radiant damage.
Darkvision. Accustomed to dim environments, Calico can see in darkness up to 60 feet.
Enhanced Hearing. Advantage on listening based Perception checks.
Nimbleness. You can move through the space of any creature that is one size larger than you.
Ra points (5 per day).
As a free action the guard can spend Ra points to activate a Ra ability.
Quickened Action (4 points). Take one additional action or bonus action on your turn.
Empowered Strike(1 point). Add your proficiency bonus to a single attack or spell damage roll.
Subtle Power(2 points). Cast a spell without verbal or somatic components, or make a melee attack as a stealth attack.
Ra Shield(1 point). Once per turn as a reaction, reduce incoming damage by half.
Multiattack. The captain makes four melee attacks: two with its scimitar and two with its dagger or two with its claws. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
Cantrip. Can cast Fire Bolt using Charisma as the spellcasting ability.
Parry. The guard adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Ra Shield. Once per turn as a reaction, reduce incoming damage by half.
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