Aurelion High Guard
A High Guard wears sealed black plate with a gold mantle and is armed with a long plasma spear. High Guards are posted to admirals, house heads and anyone else the Ascendancy considers too valuable to lose. A guard does not pursue or negotiate and does not leave the person it protects. The guard covers that person from attacks and takes hits meant for them.
Aurelion Ascendancy
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 19 (sealed guard plate)
- Hit points
- 120 (16d8 + 48)
- Proficiency
- +3
- STR 17 +3 save +3
- DEX 17 +3 save +6
- CON 16 +3 save +3
- INT 12 +1 save +1
- WIS 16 +3 save +6
- CHA 13 +1 save +1
- Skills
- Athletics +6 , Insight +6 , Perception +6
- Passive Perception
- 16
- Senses
- darkvision 60 ft.
- Languages
- Common, High Aurelian
- Found in
- The Flux , Settlement , The Aurelion Sector
Traits
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Posted
While the High Guard is within 5 feet of the creature it is guarding, that creature has three-quarters cover and the guard has advantage on Perception checks.
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Steadfast
The High Guard has advantage on saving throws against being moved, Frightened or knocked Prone.
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Reach of the Spear
A creature that enters the High Guard's reach for the first time on a turn provokes an opportunity attack from it.
Actions
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Multiattack
The High Guard makes two Plasma Spear attacks.
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Plasma Spear
+6 to hit · reach 10 ft.
2d8 + 3 plasma damage
A thrust of the plasma spear, which has a contained flare at its head.
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Leveled Thrust
DC 14 Dexterity save
The High Guard drives the spear through a 20-foot line. Every creature in the line makes a Dexterity saving throw, taking 4d8 plasma damage on a failure and half as much on a success.
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Take the Hit Reaction
When a creature the High Guard is guarding within 5 feet is hit by an attack, the High Guard becomes the target instead, and the attack hits it.