Medium Humanoid, Neutral
AC 14    Initiative +1 (11)
HP 35 (6d8 + 20)
Speed 30 ft.
Mod Save
STR 13 +1 +3
DEX 12 +1 +1
CON 12 +1 +3
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 10 +0 +0
Skills Perception +2
Resistances Necrotic, Psychic
Gear Crimson Guard Half-Plate, Saber, crossbow
Senses Passive Perception 12
Languages Common
CR 1 (XP 200; PB +2)
Traits

Tactical Discipline.
The Crimson Guard fights in disciplined formation. If an ally is within 5 feet and not incapacitated, the soldier gains +1 AC and advantage on saving throws against being frightened

Crimson Mark (1/Day).
As a bonus action, the soldier targets a creature within 30 feet that it can see. Until the end of its next turn, the target takes an additional 1d4 psychic damage when hit by an attack from any Crimson Guard. Creatures marked in this way feel an oppressive pressure behind their eyes.

Actions

The soldier makes two melee weapon attacks.

Crimson Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage

Crossbow Volley. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 6 (1d10 + 1) piercing damage.
Volley: If two or more Crimson Guard fire in the same round, one gains advantage on the shot.

Suppressive Advance (Recharge 5–6).
The soldier and up to two allies may each move up to 10 feet without provoking opportunity attacks. Any creature adjacent to them at the end of this movement must succeed on a DC 13 Wisdom save or have disadvantage on their next attack

Habitat: Any

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