Being of Nature. Guardian is resistant to damage based on the colour the guardian represents:
(Blue) Cold damage resistant
(Purple) Psychic damage resistant
(Green) Poison damage resistant
(Pink) Fire damage resistant
(Gold) Radiant damage resistant
Attacks. Each Guardian makes a different attack based on it's colour, as detailed below.
(Blue) Hammer Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 5) bludgeoning damage.
(Blue) Ice Block Toss. Ranged Weapon Attack: +7 to hit, range 20/30 ft., 1 target. Hit: 14 (3d4 + 5) cold damage. Can only use this attack after being damaged.
(Purple) Nail Slash. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 7 (1d10 + 3) slashing damage.
(Purple) Mental Intrusion. Ranged Weapon Attack: +7 to hit, range 20/30 ft., 1 target. Hit: 9 (2d4 + 5) psychic damage.
(Green) Emerald Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 9 (1d12 + 3) piercing damage.
(Green) Poison Arrow. Ranged Weapon Attack: +7 to hit, range 20/30 ft., 1 target. Hit: 14 (3d4 + 5) poison damage.
(Pink) Rising Slash. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) slashing damage.
(Pink) Burning Wave. Ranged Weapon Attack: +7 to hit, range 20/30 ft., 1 target. Hit: 14 (3d4 + 5) fire damage.
(Gold) Wing Multistrike. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 10 (1d4 + 5) piercing damage. This attack is made TWICE.
(Gold) Beam of Light. Ranged Weapon Attack: +7 to hit, range 20/30 ft., 1 target. Hit: 14 (3d4 + 5) Radiant damage.
Description
A Guardian formed of crystalline rock that protrude from their bodies like small daggers of earth.
Lair and Lair Actions
6 rooms filled with crystal protrusions in the walls, floor and ceiling. On initiative 10, lair action activates in all rooms simultaneously.
Lair Actions
On initiative count 10 (losing initiative ties), the Guardian takes a lair action to cause one of the following effects; the Guardian can’t use the same effect two rounds in a row:
- Crystal Spike. The guardian smashes a fist into the ground and the walls, ceiling, and floor burst with spikes of crystal rock. The target must make a DC 14 Dex Saving Throw, or take 2d4 piercing damage.
- Jagged Grounds. The guardian roars and the room begins to shake. The target must treat the ground in the lair as rough terrain, causing half movement speed for the duration of this round.
- Crystal Discharge. The crystal in each room gives off a loud and potent shock to any non-elemental creature in the room. Targets must make a DC14 Con Saving Throw or take 1d6 lightning damage.
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