Body Guard
Bodyguards are professionals engaged to shield individuals from potential threats or harm. They vigilantly monitor their clients, ensuring their safety and well-being. In addition to providing close protection, bodyguards often escort their clients between destinations and may collaborate with other security experts or law enforcement to guarantee security.
Tier 1
Bodyguard
Medium, Humanoid
Tier 1, Challenge Points 3, XP: 3
Attributes
AC 14 AP 3 HP 28 Posture 16
- Passive Insight/ Perception 14
- Language Common
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX +2 INT +0 WIS +4 CHA +1
- LU -1: Luck Points: 0; Critical Fail: 1
Abilities
- Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
Actions (1)
- Longsword Hit +4, Dmg 1d10 slash or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
Bodyguard Brute
Medium, Humanoid
Tier 1, Challenge Points 4, XP: 4
Attributes
AC 14 AP 3 HP 37 Posture 16
- Passive Insight/ Perception 10
- Language Common
Movement
Base 25 Climb/Swim 15 Dash 30 Stats + Skills
STR +5 DEX +0 INT -1 WIS +0 CHA +1
- LU -1: Luck Points: 0; Critical Fail: 1
Abilities
- Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
Actions (1)
- Great Sword Hit +5, Dmg 1d12 slash or thrust
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon Effect: As an Action, you can swing this sword. All creatures within 10 feet of you must then succeed on an Agility Save (DC 13), or take 1 hit from this weapon's Attack.
Guard
Medium, Humanoid
Tier 1, Challenge Points 2, XP: 2
Attributes
AC 14 AP 3 HP 16 Posture 10
- Passive Insight/ Perception 14
- Language Common
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX +2 INT -1 WIS +4 CHA -1
- LU -2: Luck Points: 0; Critical Fail: 1 or 2
Abilities
- Guardian: You ignore Disengage when making any Attacks of Opportunities.
Actions (1)
Spear Hit +4, Dmg 1d10 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Long Reach: The reach of this weapon is 10 feet.
- Throw Weapon (20/60)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.
Novice Guard
Medium, Humanoid
Tier 1, Challenge Points 1, XP: 1
Attributes
AC 14 AP 3 HP 7 Posture 4
- Passive Insight/ Perception 12
- Language Common
Movement
Base 25 Climb/Swim 15 Dash 30 Stats + Skills
STR +3 DEX +1 INT -1 WIS +2 CHA +1
- LU -2: Luck Points: 0; Critical Fail: 1 or 2
Actions (1)
Spear Hit +3, Dmg 1d10 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Long Reach: The reach of this weapon is 10 feet.
- Throw Weapon (20/60)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Tier 2
Guardian Knight
Medium, Humanoid
Tier 2, Challenge Points 8, XP: 16
Attributes
AC 16/ +3 Shield AP 3 HP 54 Posture 30
- Passive Insight/ Perception 14
- Language Common
Movement
Base 25 Climb/Swim 20 Dash 40 Stats + Skills
STR +6 DEX -1 INT +0 WIS +6 CHA +3
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Great Shield While wielding the Great Shield, you are also in harsh terrain.
- Guardian: You ignore Disengage when making any Attacks of Opportunities.
Actions (2)
Spear Hit +6, Dmg 1d10 thrust
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Long Reach: The reach of this weapon is 10 feet.
- Throw Weapon (20/60)
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.
Monk Guard
Medium, Humanoid
Tier 2, Challenge Points 8, XP: 16
Attributes
AC 16 AP 1 HP 52 Posture 31
- Passive Insight/ Perception 17
- Language Common
Movement
Base 35 Climb/Swim 15 Dash 30 Stats + Skills
STR +4 DEX +7 INT +1 WIS +7 CHA +3
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Guardian: You ignore Disengage when making any Attacks of Opportunities.
Actions (3)
Quarterstaff Hit +6, Dmg 1d6+1 strike
- Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
- Long Reach: The reach of this weapon is 10 feet.
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.
Expensive Bodyguard
Medium, Humanoid
Tier 2, Challenge Points 3, XP: 6
Attributes
AC 14 AP 3 HP 29 Posture 16
- Passive Insight/ Perception 14
- Language Common
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +5 DEX +2 INT +0 WIS +4 CHA +3
- LU +2: Luck Points: 2; Critical Fail: 1
Abilities
- Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
Actions (2)
- Longsword Hit +5, Dmg 1d10 slash or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
Bonus Action
- Forced Posture You can gain 4 Posture.
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.
Bodyguard Bloody Brute
Medium, Humanoid
Tier 2, Challenge Points 4, XP: 8
Attributes
AC 14 AP 3 HP 38 Posture 20
- Passive Insight/ Perception 14
- Language Common
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +6 DEX +0 INT -1 WIS +4 CHA +2
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
Actions (1)
- Great Sword Hit +6, Dmg 1d12 slash or thrust
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- Heavy You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon Effect: As an Action, you can swing this sword. All creatures within 10 feet of you must then succeed on an Agility Save (DC 14), or take 1 hit from this weapon's Attack.
Reaction
- Endure When you take any damage (except psychic and brain damages), you can use your Reaction to reduce that damage by 4.
Tier 3
Elite Bodyguard
Medium, Humanoid
Tier 3, Challenge Points 10, XP: 30
Special Loot: Master Work Weapon (Rare Weapon)
Attributes
AC 16 AP 3 HP 37 Posture 22
- Passive Insight/ Perception 17
- Language Common
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +7 DEX +2 INT +1 WIS +7 CHA +3
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Elite Posture At the start of your turn, you can regain all your Posture.
- Protector: When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
Actions (3)
- Longsword Hit +8, Dmg 1d10 + 1 slash or thrust
- Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
- Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
- Special Effect: When you roll a 1, 2, or 3 on the damage roll, you can reroll the result. You must then pick the highest result, and you cannot reroll it again.
Reaction
- Evasion When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC, potentially making that Attack miss instead.