Large Construct (Warforged), Unaligned
Armor Class 25 (natural armor)
Hit Points 270 (20d12 + 150)
Speed 45 ft., (Hover)
STR
20 (+5)
DEX
18 (+4)
CON
25 (+7)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +11, CON +13
Skills Intimidation +4
Damage Resistances All
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft., Darkvision 60 ft., Truesight 25 ft., Passive Perception 15
Languages Understands commands given in any language but has very limited usable vocabulary (limited to Halt, Cease, Surrender, etc.)
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Actions

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.

 

Reactions

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).

Monster Tags: construct

Habitat: UnderdarkUrban

AngelusLapsis

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