Medium or Small Humanoid, Lawful Evil
AC 18 Plate mail    Initiative +0 (10)
HP 60 (7d8 + 21)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 11 +0 +0
CON 16 +3 +5
Mod Save
INT 8 −1 −1
WIS 12 +1 +3
CHA 6 −2 −2
Skills Athletics +6, Perception +4
Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Crimson Plate, Crimson Blade.
Senses Passive Perception 11
Languages Common
CR 3 (XP 700; PB +2)
Traits

Unbreaking March.
The Crimson Guard has advantage on saving throws against effects that would reduce its speed, paralyze, or restrain it.

Bound by Blood.
When reduced to 0 hit points, the Footman explodes into crimson mist. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or take 2d10 force damage.

Actions

Multiattack.

Makes Two melee attacks.

Crimson Blade.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12+4) slashing damage. 6 (1d6+4) necrotic damage

Piercing Thorns (Recharge 5–6).
Dark, thorny vines burst from the armor. Each creature within 10 feet must make a DC 13 Dexterity saving throw or take 7 (4d6) piercing damage and be pushed 5 feet away.

Habitat: Any

stealthweb

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