Imperial Guard Champion

Medium humanoid, lawful dark

CreatureScum and Villainy

At a glance

Armor Class
18 (heavy durasteel armor)
Hit Points
180 (24d8 + 72)
Speed
30 ft.
Saving Throws
Con +5, Int +4, Wis +7
Skills
Intimidation +8, Perception +7
Condition Immunities
frightened
Senses
passive Perception 117
Languages
Galactic Basic
Challenge
11 (7,200 XP)

Ability scores

  • Str19+4Strength 19, modifier plus 4
  • Dex12+1Dexterity 12, modifier plus 1
  • Con13+1Constitution 13, modifier plus 1
  • Int11+0Intelligence 11, modifier plus 0
  • Wis16+3Wisdom 16, modifier plus 3
  • Cha19+4Charisma 19, modifier plus 4

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.

About this creature

The Galactic Empire, also known as the Old Empire, the First Galactic Empire, Palpatine's New Order, the Imperium or simply the Empire, is the galactic government established by Supreme Chancellor Palpatine to replace the Galactic Republic in 19 BBY and bring Sith rule to the galaxy. The government personnel of this new Empire are protected by some of its most highly trained warriors.

Traits

Forcecasting

Forcecasting. 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: At will: enfeeble 2/day each: battle meditation, fear, battle precognition

Choreography of Belligerence

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

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.

Actions

Blaster Pistol

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

Doublesword

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

Reactions

Parry

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.