Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages Understands commands given in any language but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

**(The amulet appears to be made of two different components, and could possibly be split and crafted into two separate amulets)

Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

**(The biological parts of the guardian seem to be struggling a little, perhaps there is a way to care for it that could marginally improve it's healing.)

Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

**(The Guardians ability to retain magic spears to be an innate property of its biological components. Perhaps with frequent use it's magical abilities could be improved, or it could be equipped with devices to boost it.)

Growth. It appears that the biological components are starting to grow to the point that they are stressing the mechanical parts. Without some adjustments the Guardians efficiency may be reduced. **Replacing/adjusting it's mechanical components could help compensate for this, or perhaps the guardian can begin learning to function without them.

Actions

Multiattack. The guardian makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

**(The mechanical gears at it's joints seem to be poorly designed and could probably be fine tuned to increase the amount of times the guardian can attack.)

**(The Guardians hands could be replaced with well Crafted weapons to increase it's damage, but this could reduce it's versatility in and out of combat. Perhaps a more flexible system could be designed or it could learn to wield the right tools for the job)

Reactions

Shield. When a creature makes an attack against the guardian's allies, the guardian grants a +2 bonus to their AC if the guardian is within 5 feet of the wearer.

**(The Guardians seems to have a slow response time perhaps bonding with it, may help it act quicker. or it could be equipped with a shield that could increase it's protective ability.)

Description

The Guardian is an odd mix of Stone, mechanical, and biological components. 

The Stones parts make up the bulk of its mass with the biological parts interconnecting them. It doesn't appear to have the muscles to wield such a large body, so its assumed that the magical properties of the creature serve that function. 

Most of the Mechanical parts of the Guardian seem to be fastened to its Stone parts. However there is a Mechanical structure containing a large Chrystal that seems to be lodged into some of its softer center. 

Its biological components resemble the innards of an animal, almost appearing to be a fluid. a  large portion of the guardians magical Aura seem to come from these parts. 

 

Habitat: Urban

daniboy101

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