Holocron

Imperial Guard Champion

Medium humanoid · CR 11
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An elite Sovereign Protector wielding a doublesword and dark-side powers, deadliest when his fellow guards fight at his side.
Soldier
How to run itAnchor beside another guard for Choreography advantage, hammer with the doublesword, Parry the worst hit, and Rally to wipe charm and fear from allies.

Imperial Guard Champions, also known as Sovereign Protectors, are the most elite cadre of guardsmen in Imperial service. Only the best of the elite Emperor's Royal Guard are specially chosen to become Sovereign Protectors. They endure years of selection procedures and training aimed at achieving perfection in soldiering. Extreme standards are set for combat fitness, stamina, strength, dexterity, mental acuity, reaction time, loyalty and intelligence. Their combat training includes the use of heavy blaster pistols and the deadly double vibroblade. They also have access to Emperor's Royal Guard TIE/IN starfighters, and are often sent on extremely vital missions.

Armor Class 18 · Hit Points 180 (24d8 + 72) · Speed 30 ft.

STR DEX CON INT WIS CHA
19 12 13 11 16 19

Forcecasting (Trait). At will: enfeeble 2/day each: battle meditation, fear, battle precognition The Royal Guard Champion's innate forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

Choreography of Belligerence (Trait). The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

Rally the Troops (Trait). As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Blaster Pistol (Action). Ranged Weapon Attack: +5 to hit, range 40/160, one target. Hit: 4 (1d6 + 1) energy damage.

Doublesword (Action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 13 (2d8 + 4) kinetic energy.

Parry (Reaction). The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.