Bound. The Central Guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration. The Central Guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster who wears the Central Guardian's amulet can cause the guardian to store one spell of 6th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Spellcasting. The guardian is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The guardian has following spells prepared:
Cantrips: Control Flames, Guidance, Dancing Lights, Light, Spare the Dying
1st level (7 slots): Bless, Catapult, Cause Fear, Compelled Duel
2nd level (6 slots): Hold Person
3rd level (5 slots): Lightning Arrow, Lightning Bolt
4th level (4 slots): Aura of Life, Death Ward, Private Sanctum
5th level (3 slots): Hold Monster
6th level (2 slots): Disintegrate
Multiattack. The guardian makes two attacks.
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 11) bludgeoning damage plus 12 (3d8) force damage. A creature concentrating on a spell has disadvantage to maintain concentration.
Lance. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 31 (5d8 + 11) piercing damage plus 12 (3d8) force damage. A creature concentrating on a spell has disadvantage to maintain concentration. The Lance returns after 1 turn if thrown or disarmed.
Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +5 bonus to the wearer's AC if the guardian is within 25 feet of the wearer.
Lair and Lair Actions
The entirety of the Central Keep is the designated lair of the Central Guardians, with full knowledge of the area within the city radius.
-Can utilize charging stations to regain all spell slots and hp over a short time (maximum 10 minutes).
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Posted Jan 22, 2021As a heads up, this is mostly a type of "super cop" silly idea meant for a world that's been stuck in my head that I am trying to bring out. If you see this and want to use it, you can typically ignore the Lair option and certain things about certain parts. It's due to my bad naming ideas that had the Central Keep be a thing in my world and thus Central Guardians be a thing. This is using the Shield Guardian monster as a base, so technically it's just a Guardian. If anyone wants to use this, keep in mind you can technically ignore small parts here and there within reason for obvious reasons :)
Hope it is useful to any who see and use it, and gods help any murder hobo that tries to attack these...
As a small side note, my intention is to have these typically be the guardian of something or someone. In my world, there will be 1 - 3 assigned to an Artificer type character to go with the "super cop" idea. These are typically meant to be peacekeepers, not arbitrary out for blood monster encounters. They will first prioritize "arrest" before "eliminate the threat". I hope that helps anyone who sees this and thinks it's an awesome idea but doesn't know how to utilize it.