b'Dread Guard \n'b'  Medium   Epic humanoid ,  lawful neutral  \n'b'  Armor Class  30 (plate, shield)  Hit Points  756 (72d8 + 432)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 28 (+9) DEX:  14 (+2)  CON:  22 (+6)  INT:  15 (+2)  WIS:  24 (+7)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +18,  Dex  +11,  Con  +15,  Wis  +16  Skills   Insight  +25,  Intimidation  +12,  Perception  +25  Damage Resistances  bludgeoning, piercing, and slashing from non-Epic creatures  Damage Immunities  psychic  Condition Immunities   charmed ,  frightened   Senses  truesight 300 ft., passive  Perception  35  Languages  Common and three other languages  Challenge  Epic 4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elite Teamwork . The guard gains a +1 bonus to its saving throws for each other dread guard within 300 feet of it that it is aware of. Additionally, the guard has Epic advantage on  attack  rolls against creatures within 5 feet of an ally of the guard that isn\xe2\x80\x99t  incapacitated . \n'b'  Lawbound . The guard cannot be compelled or forced to act in a manner that goes against any known local law unless explicitly ordered to do so by a recognized authority figure that outranks it. \n'b'  Smite Chaos (1/Turn) . When the guard scores a hit with a weapon  attack  against a creature violating any known law, it can choose to smite the target. A creature so smote takes an additional 55 (10d10) damage of a type chosen by the guard between cold, fire, or lightning damage. \n'b'  Stormguard Weaponry . The guard\xe2\x80\x99s weapons are magical and grant a +3 bonus to  attack  and  damage rolls  (included in the attack). \n'b'  Wargear . The guard is equipped with formidable equipment. Its plate armor and shield are magically enchanted to grant it an AC of 30, and its black greatcloak can take the shape of enormous wings to grant a fly speed of 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The guard makes four weapon attacks, or two weapon attacks and takes the  Dash ,  Dodge , or  Search  action. \n'b'  Forcecage (1/Short or Long Rest) . The guard casts the spell  forcecage  (spell save DC 26). \n'b'  Rally Cry (1/Short or Long Rest) . The guard lets loose a rally cry that bolsters its teammates. Each allied creature within 120 feet of the guard that can hear it magically regains 100  hit points  and can end 1 spell effect of its choice currently affecting it. \n'b'  Shield Bash .  Melee Weapon Attack : +18 to hit, reach 5 ft., one target.  Hit : 16 (2d6 + 9) bludgeoning damage. If the target is a creature, the guard can push it up to 30 feet away from it in a direction of the guard\xe2\x80\x99s choice. \n'b'  Stormguard Crossbow .  Ranged Weapon Attack : +14 to hit, range 120/360 ft., one target.  Hit : 16 (2d10 + 5) piercing damage. If the target is a creature, the guard may immediately take a bonus action to attempt to magically  teleport  the creature. The target must succeed on a DC 26  Charisma  saving throw or be magically teleported to an unoccupied space within 30 feet of the guard. If there is no unoccupied space within 30 feet of the guard, the effect fails. \n'b'  Stormguard Hammer .  Melee Weapon Attack : +21 to hit, reach 5 ft., one target.  Hit : 22 (2d12 + 9) bludgeoning damage. If the target is a creature, the guard may immediately take a bonus action to attempt to stun the target. The target must succeed on a DC 26  Constitution  saving throw or be  stunned  until the end of its next turn. A creature that fails three such saving throws (even between multiple operatives) is instead  stunned  for 8 hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Shield Block . When the guard takes damage from an attack, it can take a  reaction  to halve the damage. \n'b'\n'b' Some dread guards are exceptional members of their order. In addition to the traits and abilities detailed above, such members have the following features. \n'b'\n'b'  Mythic Resistance . When the guard fails the saving throw, it can expend one of its unspent legendary actions to succeed instead. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The guard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The guard regains spent legendary actions at the start of their turn. \n'b'\n'b'  Dash . The guard moves up to his speed. \n'b'  Heal . The guard magically heals itself or a creature it can see within 60 ft. The target magically regains 55 (10d10)  hit points . \n'b'  Strike . The guard makes a Stormguard Crossbow or Stormguard Hammer  attack .'