Large Construct, Typically Lawful Neutral
Armor Class 17 Metal Body
Hit Points 185 (15d10 + 60)
Speed 30 ft., When not walking or needing to walk, is in Statue Form, where it does not move.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
5 (-3)
Saving Throws STR +8, WIS +5
Skills Arcana +2, Religion +3
Damage Resistances Acid, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 200ft, Truesight 50ft, Passive Perception 16
Languages All However It Usually Only Speaks Whatever Language The Tomb Ruler Speaks
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Awakened Guardians Blessing: A Tomb Guardian receives a blessing based on which god or goddess whos tomb it is protecting. A basic ability, such as adding Lightning Damage or Cold Damage to attacks, or giving a good chance of stun (DC15). DMs Choice of blessing.

Actions

Multiattack: Makes 2 attacks, either of which can be any ability the Awakened Guardian has.

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 26 (3d10 + 4) Bludgeoning damage plus 1d8 (Blessing Type) Blessing damage.

Wind Slash: Ranged Weapon Attack: +4 to hit, range 5/30 ft., multiple targets. Hit: 20 (2d12 + 4) Slashing damage, and each target must make a DC12 Dexterity Saving Throw or be knocked back 5ft.

Eradicator: Ranged Weapon Attack: +4 to hit, range 15/55 ft., 1 target. Hit: 20 (2d12 + 4) Piercing damage plus 1d10+2 Lightning Damage, and target must make a DC15 Constitution Saving Throw or be stunned for their next turn. Also, a 3x3 area around the target is covered in pure electricity, and so any creature who walks through it must also make a DC15 Constitution Saving Throw or be stunned until their next turn, and also will take 1d10+2 Lightning Damage on their turn. This move can only be used once per turn, and each use will change the location of the lightning pool.

Legendary Actions

Gets a Legendary Action once per hour for a maximum of 1.

Protoplasmic Wave (Costs 1 Actions): Charges for 1 round, then on it's next turn it fires the wave in a 60 degree cone, covering the entire field 60ft ahead in boiling ectoplasm. Upon contact it will instantly melt almost anything, melting even Tungsten in less than 20 seconds. The ground beneath it is not melted, however, as the heat is only at the top layer of ectoplasm. Any creature hit by the initial wave of Ectoplasm is sent flying back 25ft, and then also receives severe burns and the Burning Condition, taking an initial 2d12+4 Fire Damage as well as 1d12 Fire Damage every turn until the flames upon the affected characters body have dissipated. any other creature who walks through the ectoplasm will also take 1d12 Fire Damage. The ectoplasm will disappear after 3 rounds of combat.

Description

An Awakened Guardian is typically a metalloid being made by the wants and needs of a creature or god who is resting within a tomb. The Guardian receives a blessing of power from said creature/god, and this blessing may vary depending on the one bestowing the blessing.

The general appearance of an Awakened Guardian is usually a golden sheen with many different plates and armor pieces compressed together, with a large golden mask with eyes and teeth, similar to that of an Oni mask. It also can usually be seen wearing clothes, from robes to rags to even outfits of royalty, depending on how the tomb ruler wishes for it to be seen.

Aside from other default resistances and immunities, an Awakened Guardian will also be immune to the type of damage based on the Blessing it is given.

Usually not aggressive unless either provoked or if the Tomb Ruler tells it to attack.

Lair and Lair Actions

The Tomb that which the Guardian belongs to is it's lair.

The Awakened Guardian, while within it's lair, will not receive any buffs as it will always have it's Blessing. The Guardian simply just cannot leave the Lair is all.

 

Monster Tags: construct

CodeXTheRanger

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