Medium Or Small Humanoid (Dwarf, Elf, Gnome, Halfling, Half-Orc, Human, Orc), Any Non-Chaotic Alignment
AC 13 Smart clothing concealing a Chain Shirt    Initiative +1 (11)
HP 15 (2d8 + 4)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 10 +0 +0
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0
Skills Insight +2, Intimidation +4, Perception +2
Senses Passive Perception 12
Languages Common Typical to the area they are found.
CR 1 (XP 200; PB +2)
Traits

Bracelet of Messages - The bodyguards wear a band of copper on their wrists with intricate arcane runes inscribed on it. When wearing the band they can designate another target wearing a similar band and cast the message cantrip. If the user does not specify a target the message is transmitted to all other bands with in range.

Racial Traits. The guards can be of any race and will have different abilities depending on race.

  • Human - They will be proficient in one extra skill with proficiency.
  • Elf - They have 60' dark vision & Fey Ancestry - Elf guards have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Dwarf - They have 60' dark vision & Advantage against poison.
  • Halfling - They have Brave. Halfling guards have advantage on saving throws against being frightened.
  • Gnome - They have Gnome Cunning. The gnome guard has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Half-Orc - They have Relentless EnduranceWhen a half-orc guard is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can’t use this feature again until it finishes a long rest.
  • Orc - They have the Aggressive trait. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions

Multiattack. The bodyguard makes two attacks on their action.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.

Pistol. Ranged Attack Roll: +3, range 40/120 ft. Hit: 4 (2d8 + 1) piercing damage. - Vex. If the bodyguard hit a creature with this weapon and deal damage to the creature, they have Advantage on their next attack roll against that creature before the end of their next turn.

Grapple - The bodyguard has the grappler feat, meaning that all grapples made by the bodyguard will cause their target to become restrained, instead of simply grappled.

Bonus Actions

Cunning Action -  The bodyguard's quick thinking and agility allow them to move and act quickly. It  can take a bonus action on each of its  turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Interpose - Bodyguards are masters at positioning themselves and denying the enemy easy avenues of attack. Any time an ally Engaged within 5ft would struck by an attack, or any time an unengaged ally adjacent to the Defender is struck by an attack, the Defender may choose to interpose him or herself as the target. The Bodyguard and the ally immediately switch positions and the Bodyguard is struck in place of the ally.

Reactions

Prepared Action (Recharge 6) The bodyguard has been watching the situation and is ready for trouble.  This gives them either an action, bonus or advantage on their initiative roll.

Description

General

A body guard is a well dressed humanoid accompanying a Noble. They typically work in groups of two to four, with a fifth "boss" coordinating. They will either be protecting an entrance that leads to their patron or  staying close to their charge at all times.
Their clothes will be designed to express the patron's wealth and will conceal any weapons carried. This version exists in worlds where artificers have spread magitech and simple devices through the world. An example of this type of world is Eberron, where they can be seen accompanying members of the Dragon marked houses.

Equipment

They carry a variety of simple weapons and wear armour that sits under their smart clothes. They have at their wrist a Bracelet of Messages and a paired earcuff that is entangled with the bracelets of the other bodyguards. The bracelets allow the bodyguards to stay in touch when they are out of sight of each other. 
When in a dark place they will come equipped with a bullseye lantern that they will use to shine into dark spaces.

Behaviours

With Patron - The bodyguards will when danger threatens their patron use their Interpose action to protect them, often shoving the patron 5ft. out of danger. On of the bodyguards, perhaps two, will then use their Grapple action and then bodily get their patron out of the immediate area. Only when they know the patron is safe or if the patron is pursued will they initiate combat.

On an entrance - When encountered protecting an entrance they will make an insight check as a creature approaches the door. If they are uncertain, they will use their Bracelet of Messages  to contact the bodyguard who is coordinating. Only then will they let the creature past.

If suspicious - At all times when the bodyguard is suspicious or simply while their patron is moving they are actively watching for trouble which gives them advantage on any perception saves. When they see trouble they ready their next action and keep watching the creature who could be trouble.

These guards are paid to do a job and are not zealots. If reduced to half hit points they will disengage and retreat from any combat.

 

 

Monster Tags: humanoidHuman

Habitat: Urban

ForeverBM

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