Medium Undead, Lawful Evil
Armor Class 18 (plate)
Hit Points 75 (10d8 + 35)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +3, WIS +6, CHA +6
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The amber guard has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless the amber guard is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting. The amber guard has the following paladin spells prepared:

At will: compelled duel, searing smite

1/Day: hold person, magic weapondispel magic, elemental weapon

 

Actions

Multiattack. The amber guard makes two glaive attacks.

Glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage.

Necrotic Gaze (1/Day). The amber guard reveals its deathly gaze, forcing a target that can see it to succeed on a DC 16 Wisdom saving throw. On a failure the target takes 17 (4d8) necrotic damage and is paralyzed. On a success the target takes half damage and is not stunned.

Reactions

Parry. The amber guard adds 2 to its AC against one melee or ranged attack that would hit it. To do so, the amber knight must see the attacker and be wielding a melee weapon.

Dr_Backdoor

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