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The Guardian CR: 10

Large construct, unaligned
Armor Class: 21
Hit Points: 238hp (16d20+70) 16d20+70
Speed: 35 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

25 +7

DEX

12 +1

CON

25 +7

INT

4 -3

WIS

10 +0

CHA

18 +4

Saving Throws: STR +11 1d20+11 , CON +11 1d20+11 , CHA +8 1d20+8
Skills: Athletics +11 1d20+11 , Insight +4 1d20+4 , Intimidation +11 1d20+11 , Investigation +1 1d20+1 , Survival +4 1d20+4
Damage Resistances: Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities: Poison, Psychic
Condition Immunities: Exhaustion, Frightened
Senses: Blindsight 15, Darkvision 60, Passive perception 10
Languages: Understands Abyssal and Common, but cannot speak
Challenge Rating: 10

The Guardian is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). The Guardian has the following spells prepared.   1st level (4 slots): bless*, command, compelled duel   2nd level (3 slots): aid*, lesser restoration, zone of truth   3rd level (2 slots): daylight, dispel magic, spirit guardians   * The Guardian casts these spells on itself before combat.


Arcane Siphon (recharge 5-6). Once per turn, after landing a melee weapon attack against a creature, the Guardian can choose to forgo any damage that would be dealt to that creature. Instead, they must succeed on a DC 18 Constitution saving throw or lose a spell slot of the highest level they have available. The Guardian gains 1d8 1d8 temporary hit points per spell slot level that was siphoned in this way. If the creature has no spell slots left to siphon, it instead loses attunement to a random one of its attuned magic items.   Duelling. When the Guardian is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon.   Divine Healing. The Guardian regains 10 hit points at the start of its turn.   Divine Smite (4 charges). When the Guardian hits a creature with a melee weapon attack, it can expend a charge to deal 2d8 2d8 radiant damage to the target, in addition to the weapon's damage. This damage increases by 1d8 1d8 if the target is an undead or fiend.   Immutable Form. The Guardian is immune to any spell or effect that would alter its form.   Magic Resistance. The Guardian has advantage on saving throws against spells and other magical effects.   Legendary Resistance (3/day). If the Guardian fails a saving throw, it can choose to succeed instead.   Structurally Vulnerable. After sustaining enough damage, the Guardian will begin to break down and lose access to some of its systems as parts of it are destroyed. When the Guardian is reduced to 50 hit points below its hit point maximum, the creature that dealt the last portion of that damage can choose to destroy a part of the Guardian, resulting in a negative effect (refer to the table below). Players do not learn the effect of any particular system until they have destroyed it.   SYSTEM - EFFECT
GENERATOR - Destroying the magic siphoning generator on the Guardian's back removes the Arcane Siphon feature.
HOLY AVENGER - Destroying the Holy Avenger removes the Divine Smite feature.
HOLY SYMBOL - Damaging the Holy Symbol on the Guardian's chest removes the Divine Healing feature.
LEGS - Damaging the Guardian's legs reduces movement speed by 10 feet.
SHIELD - Destroying the shield results in a -2 penalty to AC.

Actions

Multiattack. The Guardian makes two Holy Avenger attacks, or one Holy Avenger attack and one Light Ray attack. If the Holy Avenger is destroyed, it makes Slam attacks in place of Holy Avenger attacks.   Holy Avenger. Melee Weapon Attack: +14 to hit, reach 10ft., one target 1d20+14 . Hit: 21 (2d8 + 12) slashing damage 2d8+12 .   Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target 1d20+11 . Hit: 14 (2d6 + 7) bludgeoning damage 2d6+7 .   Light Ray. Ranged Magic Attack: +8 to hit, range 90 ft., one target 1d20+8 . Hit: 17 (3d8 + 4) radiant damage 3d8+4 .

Legendary Actions

The Guardian can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Guardian regains spent legendary actions at the start of its turn.   Relentless Pursuit. If a creature hits the Guardian with a ranged attack, the Guardian can move up to double its speed towards that creature without taking attacks of opportunity.   Attack (Costs 2 Actions). The Guardian makes either a Holy Avenger or a Light Ray attack.   Spellcasting (Costs 2 actions). The guardian casts a spell.

Villain Actions

The Guardian automatically triggers the following villain actions during combat, if possible. The villain actions occur on initiative 20, losing initiative ties, and occur in the order displayed below.   Make Ready (Round 1). Golden light shines from small gaps in the Guardian's frame. All allies within 30 feet of the Guardian that are not behind total cover immediately take the dodge action without using their reaction.   Form Up (Round 2). The Guardian produces a series of mechanical whirring sounds, signalling its allies to move. All allies within 60 feet of the Guardian that can hear it may choose to use their reaction to move up to half their movement speed towards an enemy creature.   Divine Inspiration (Round 3). The Guardian radiates an intense shining aura. Up to six creatures of its choice that it can see within range regain 1d4 + 4 hit points 1d4+4 .   Reactor Overload (Round 4). A humming noise comes from the generator on the Guardian's back, as the divine text covering it glows white. All creatures within 60 feet of the Guardian must make a DC 18 Dexterity saving throw. On a fail, a creature takes xd8 radiant damage, where x is the highest level of spell slot that the creature has available, taking half as much damage on a failed save. A creature without any spell slots left, or who does not have the ability to cast a spell, takes no damage form this ability 1d8 2d8 3d8 4d8 5d8 .


Created by

Rabenhex.

Statblock Type

Monster

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