Pack Tactics. Crown Guard rarely travel alone. They typically roam in squadrons of 7, three Tanks, two Casters, and two Healers, as well as a heavily armored wagon that contains a small cell for prisoners.
If two Casters attack the same enemy, their spells gain an extra d4 to hit.
Spellcasting. The Crown Guard is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Crown Guard has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Encode Thoughts, Lightning Lure
1st level (3 slots): Expeditious Retreat, Magic Missile, Mind Sliver, Shield
2nd level (2 slots): Blindness/Deafness, Dragon's Breath, Enhance Ability, Shatter
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 5) piercing damage.
Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 9 (1d8 + 5) piercing damage.
Serum Sor'a Oiel'th. The Crown Guard can drink this Serum as a Bonus Action. Taking this potion wipes away any emotionality present in the Guard, rendering them robotic and cold. They become immune to Fear and Charmed conditions and have advantage on Wisdom Saving Throws.
Additionally, they gain 10 temporary HP, they deal an extra 1d6 of psychic damage on attack spells, and gain the ability to cast Invisibility as a bonus action.
These benefits last for as long as the temp HP and when the benefits end, the Guard gains a level of exhaustion.
Protector of the People. As a reaction, the Crown Guard can halve the damage an ally or innocent bystander takes, taking the other half of the damage.
Description
The Crown Guard are tasked with the protection of the people of Crown City, as well as the nation as a whole, but they are little more than a reflection of the government they serve. At times honorable knights, at others vindictive bullies, the Crown Guard are the big stick hiding behind the carrot.
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