Innate Spellcasting. The arcanic guardian's spellcasting ability is Intelligence (spell save DC 20). The arcanic guardian can innately cast the following spells, requiring no material or somatic components:
At will: shield, magic missile
3/day each: mind spike, moonbeam, counterspell
1/day: chain lightning
Legendary Resistance (3/Day). If the Guardian fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Guardian has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Guardian's weapon attacks are magical.
Multiattack. The Guardian makes two tentacle attacks and one force beam attack.
Tentacle. Melee weapon attack: +13 to hit, reach 30ft., one target. Hit 22(3d8+8) Bludgeoning damage.
Force Beam. The Guardian targets one creature it can see within 120 feet of it. The target must make a DC 18 Dexterity saving throw, taking 55 (10d10) force damage on a failed save or half as much damage on a successful one.
The arcanic guardian can take 3 legendary actions choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. The arcanic guardian regains spent legendary actions at the start of its turn.
Teleport. The arcanic guardian magically teleports up to 120 feet to an unoccupied space it can see.
Reactive Missile. The arcanic guardian casts magic missile at the creature who just ended it's turn.
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