Bound. The arcane guardian is magically bound to a location, usually a brass circle inlaid into the ground. An arcane guardian cannot willingly leave a 100-foot radius of the location, and if they are forced outside of the location, they can magically sense the direction back towards their location and will ceaselessly try to return to their home location.
Passwords. When created, an arcane guardian is keyed to at least three passwords. The first password makes it awaken and be hostile to all creatures except other arcane guardians within its range of perception, while another makes it immediately deactivate and go back into rest. The third password makes the arcane guardian regard the speaker as an ally, and ignore them. While these keywords might be known, it is unlikely, and most arcane guardians will be hostile to all other creatures. Arcane guardians will never regard one another as hostile.
Regeneration. The arcane guardian regains 10 hit points at the start of its turn if it has more than 1 hit point.
Multiattack. The arcane guardian makes two wrathful strike attacks.
Wrathful Strike. Melee weapon attack: +8 melee, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 7 (2d6) psychic damage. In addition, the target must make a Wisdom saving throw (DC 16). On a failed saving throw, the target is frightened of the arcane guardian until the end of their next round.
Description
These constructs, similar to Golems in construction, are bound to a specific place and guard it against all who approach, unless they know the specific command word which restores them to their slumber. They are often crafted to guard tombs or similar sites which might be looted.
Created by Building Paper Mountains
Art by Chang-Wei Chen, on ArtStation.
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