Medium Humanoid, Lawful Neutral
Armor Class 18 breastplate
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +9, DEX +6
Skills Perception +8
Damage Resistances Necrotic
Condition Immunities Blinded
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Dwarvish Common, Dwarvish, Elvish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen eyesight. The blind guardian has advantage on Wisdom (Perception) checks that rely on sight, he can't be surprised and he has +3 to initiative.

Rage. The blind guardian rages when his HP are below half the maximum: he rips off his damaged armor, becoming more vulnerable but being able to attack faster: his AC becomes 14, but he gains resistance from slashing, pirecing and bludgeoning damage from non magical attacks. Moreover, when he multiattacks, the blind guardian can make one additional Axe attack, and he can use the Follow the Axe ability twice.

When the blind guardian is raging, he gains advantage to any Wisdom, Intelligence and Charisma saving throw against a spell that is trying to control his movement or charm him in any way, not paying attenction to what is charming him.

When the blind guardian first drops under half his max HP, he does an additional round, after the creature that last damaged the guardian. He then makes his next rounds normally, following the initiative order.

Actions

Multiattack. The blind guardian makes two Axe attacks, or one Throw attack and one Axe attack

Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 3 (1d6) necrotic damage.

Throw. Ranged Weapon Attack: +9 to hit, range 20/60 feet, one target. Hit: 12 (1d12 + 6) slashing damage plus 3 (1d6) necrotic damage.

Slam. The blind guardian can use his Follow the Axe ability while the axe is in the air, in the middle of a Throw attack. If a target is under the blind guardian, the guardian can fall on his target, slamming into it with a charged attack. The target must make a DC 16 Dexterity saving throw. On a failure, the target is hit by an Axe attack; it also takes an additional 1d6 slashing damage for every 10 feet of the blind guardian's fall (up to a maximum of 20d6) and is knocked prone. On a successful save, the target only takes half of the fall damage as bludgeoning damage. The blind guardian always takes half of the fall damage as bludgeonig damage, and never falls prone in this way.

Bonus Actions

Follow the Axe. When the axe is not on the blind guardian, he can teleport to the axe, reappearing in front of it, holding the handle.

Description

The blind guardian, once known as Sulembrith, is a towering slender humanoid that appears to have once been an elf, though something has clearly consumed both its body and spirit. Its skin is dry, dark brown, and wrinkled like that of a mummy, and it wears a red bandage that covers its eyes and the tips of its ears.

The blind guardian dons a suit of leather plate armor over a tattered robe. It wields a massive two-handed battle axe with a dark blade that, upon closer inspection, reveals living eyes embedded within.

 

_Pepo

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