Medium Humanoid, Chaotic Neutral
Armor Class 18 Heavy Combat Armor
Hit Points 82 (11d8 + 33)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Damage Resistances Bludgeoning
Senses Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Ballistic Shield Mastery. While holding its shield, the Riot Guard has advantage on saving throws against being shoved, knocked prone, or forced to move.

Phalanx Advance. When the Riot Guard moves at least 10 feet toward a creature, it gains advantage on the first melee attack it makes that turn.

Crowd Control Specialist. When the Riot Guard hits a creature with its Riot Baton, the target must succeed on a DC 14 Strength saving throw or be shoved 5 feet and have disadvantage on its next attack roll.

Tactical Grit (1/Rest). When the Riot Guard would be reduced to 0 hit points, it instead drops to 1 hit point and immediately gains temporary hit points equal to 15.

Actions

Multiattack. The Chaos Riot Guard makes two Riot Baton attacks, or one Baton attack and one Shield Bash.


Riot Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 9 (1d8 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14 Strength save or be knocked prone or pushed 10 feet (Riot Guard’s choice).


Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.


Tear Gas Canister (Recharge 5–6).

The Riot Guard launches a canister to a point within 60 feet. A 15-foot-radius cloud forms and lasts 1 minute.
Creatures entering or starting their turn in the cloud must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be blinded until the start of their next turn.
A moderate wind (at least 10 mph) disperses it in 2 rounds.

Description

Chaos Riot Guards are the shock troopers of the Chaos Insurgency, deployed when brute force and intimidation are mandatory. Towering behind reinforced ballistic shields and encased in heavy riot armor, they look more like walking barricades than soldiers. Their matte-black plating is thick, layered, and scarred from countless clashes with rebels, civilians, and monsters alike.

The most distinctive part of their appearance is the faceplate: a blank, opaque visor shaped into a permanent scowl. Red LED slits glow where eyes should be, giving them an unnerving, predatory presence. Their breathing is heard as a mechanical rasp beneath the helmet, amplified by internal rebreathers used to resist tear gas and chemical threats.

Chaos Riot Guards excel at brutal, close-range suppression. Their batons are electrified, dense, and designed not to incapacitate but to shatter morale—and bone. Each strike is calculated, heavy, and reinforced by relentless forward momentum. When a squad of these guards locks their shields together, even seasoned adventurers feel the dread of a living wall bearing down on them.

Unyielding, methodical, and cold, the Riot Guard isn’t there to negotiate or intimidate.

It’s there to break whatever stands in the Insurgency's way.

SnowNorthstar

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