Armor Class
18
(plate)
Hit Points
52
(8d8 + 16)
Speed
30 ft.
STR
16
(+3)
DEX
11
(+0)
CON
14
(+2)
INT
11
(+0)
WIS
11
(+0)
CHA
15
(+2)
Saving Throws
CON +5, WIS +3
Damage Resistances
Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold, Necrotic, Poison, Radiant
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Passive Perception 10
Languages
The guardian understands any languages it spoke in life but it can not speak itself.
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Actions
Multiattack. The knight makes two melee attacks.
longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage.
Reactions
Parry. The Ancestral Guardian adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Shield. When a creature makes an attack against the creature that summoned the guardian, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Description
Ancestral Guardians are warriors who pledge service to rulers, religious orders, and noble causes; still keeping watch over their charge even after their own death.
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