Armor Class
18
(plate)
Hit Points
210
(20d10 + 100)
Speed
40 ft.
STR
29
(+9)
DEX
14
(+2)
CON
20
(+5)
INT
16
(+3)
WIS
18
(+4)
CHA
18
(+4)
Saving Throws
STR +14, CON +10, WIS +9, CHA +9
Skills
Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Force, Necrotic
Senses
Passive Perception 19
Languages
Common, Deep Speech
Challenge
13 (10,000 XP)
Proficiency Bonus
+5
Traits
Unusual Nature. The guardian doesn’t require air, food, drink, or sleep.
Innate Spellcasting. The guardian's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, magnify gravity, levitate
3/day each: gravity sinkhole, immovable object
1/day: gravity fissure
Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Dark Influence (Recharge 5–6). The guardian channels its energy into its companions. Each friendly creature within 30 ft. gains advantage on attacks and saving throws until the beginning of the guardian's next turn.
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