Medium Undead (Any Race), Any Alignment
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
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.

Monster Tags: NPC

Habitat: Urban

magichobnobs

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