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 Healers heal the same ally, their spells gain an extra d4 of healing.
Spellcasting. The Crown Guard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Crown Guard has following Cleric spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Spare the Dying
1st level (4 slots): Bless, Cure Wounds, Guiding Bolt, Healing Word, Sanctuary, Shield of Faith
2nd level (1 slots): Gentle Repose, Protection from Poison
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) bludgeoning damage.
Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 9 (1d8 + 5) piercing damage.
Serum Sor'a Al. 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 20 temporary HP and whenever they heal an ally they also heal for 1d6 HP.
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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