Medium Humanoid (Human), Lawful Neutral
Armor Class 20 plate, shield
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
17 (+3)
DEX
8 (-1)
CON
17 (+3)
INT
12 (+1)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +8, WIS +10
Skills Athletics +8, Insight +10, Intimidation +8, Persuasion +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Paralyzed, Prone, Stunned
Senses Passive Perception 15
Languages Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Vanguard's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells innately without expending somatic or material components.


At will: command, compelled duel
3/day each: warding bond, zone of truth
1/day each: banishment

Mental Strength (1/day).  If the vanguard fails a Wisdom saving throw, it can choose to succeed instead

Shield Expertise. If the vanguard takes the Attack action on its turn, it can use a bonus action to try to shove a creature within 5 feet of it with its shield. Also, if the vanguard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use its reaction to take no damage if it succeeds on the saving throw, interposing its shield between itself and the source of the effect.

Actions

Multiattack. The vanguard makes three melee weapon attacks: one with its shield bash and two with its protector's longsword

Protector's Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical slashing damage, plus 9 (2d8) thunder damage 

Shield Bash. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 7 (2d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Kidhero1

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