Large Construct, Any Lawful Alignment
Armor Class 18 Plate
Hit Points 105 (10d20)
Speed 30 ft., Fly 10 ft.
STR
22 (+6)
DEX
10 (+0)
CON
16 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
20 (+5)
Saving Throws STR +10, CHA +9
Skills Perception +18
Damage Resistances Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Blindsight, Passive Perception 18
Languages Common and any other languages it knew in life "only languages it knew in life"
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

King's (Or any other member of a royal family's) Blessing:  the creature cannot be harmed by the effects of spells stored inside it

Spellcassting. The watchdog of the crown is a 3rd-level spellcaster. Its spellcasting ability is charisma (spell save DC  14. The watchdog of the crown has following spells prepared:
3rd level (2 slots): any Combination of 2, 3rd level spells stored inside the creature (example Fireball or Fireball or perhaps even Fireball)

Actions

The creature can attack multiple times on it's turn 2 giant maul or extendo Maul attacks. or one crown's judgement

Giant Maul.  The watchdog swings it's weapon at a creature. Melee weapon attack: +8 to hit. reach 5ft., Hit (2d6+6 bludgeoning damage + 1d8 radiant damage) target is moved 5ft away and must succeed on a dc 14 strength save or be knocked prone

Extendo Hammer. RangedWeapon Attack: +8 to hit, range 30/60 ft., 1 target. Hit:  (1dd bludgeoning and 1d8 radiant damage) 

Crown's judgement: each creature in a 10 foot sphere centered on the creature makes a con save (dc 14) and on a fail takes 2d6 poison damage

Bonus Actions

The creature can shout generic praise about the monarch is was built to serve.

Legendary Actions

1 at the end of a creatures turn.

Thunderous smite. The creature raises it's weapon and attempts to smash it down on a creature in range. it makes a melee attack +8 to hit, on a hit the target takes 2d12 thunder damage)

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Basically gave a shield guardian paladin stuff and called it a monster. Also gave it some poison damage stuff because the king in my campaign is an ancient green dragon disguised as a dumb old guy.  seems like it would be okay for my level 7 party but that's only cuz I'm dumb and let them have a bunch of ridiculous items like a rod of the pactkeeper +2 and a tome of clear thought, and a wand of fireball, and a flame tongued longsowrd and a bag of beans and at one point they just like had the hand of vecna, thank god nobody put it on it basically would have made balancing impossible, or someone would have had to give up their pc because of the curse. And one of them died from a deck of many things so like that would be annoying. anyway i give my pary too many magic items, so this is basically what I need to make balancing for them at level 7 possible. also someone please give me advice on getting rid of these items is. or do i just throw cr13 stuff at them and let them have a blast. anyway this became a description of a campaign not a monster.

 

it's a paladin that served the crown, put into a shield guardian, so the king could fully control this knight as well as make him stronger. because he's all crazy for power and junk. and he like loves the king but does he really? or does he just scream his praise for him because he's afraid the king will take his life away if he steps out of line and really he thinks the king is being a bad dude. or maybe it's just a big warforged paladin that loves kings because he's good at chess. I don't know man it's your game.

 

Dnd is great

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

leggedman369

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