Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 195 (15d20 + 45)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +9, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands every language but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Bound. The shield guardian is magically bound to an amulet. As long as the shield 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.

Regeneration. The shield guardian regains 20 hit points at the start of its turn if it has at least 1 hit point.

The Power of ACE. The shield guardian can attach any four magic items to its arms, and upon doing so, can cast each of the following spells once per day, requiring no verbal or material components. Additionally, the guardian doesn't need to concentrate on spells that would normally require doing so. (Spell save DC 14, +6 to hit with spell attacks).

Wall of Light

Wall of Sand

Wall of Water

Misty Step (Unlimited use)

 

Actions

Multiattack. The guardian makes three fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage.

ACE Magic. The guardian foregos one fist attacks to cast a spell.

Reactions

Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +3 bonus to the wearer's AC if the guardian is within 10 feet of the wearer.

Legendary Actions

Legendary Actions. The shield guardian can take two legendary actions per round.

Rocket Punch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 7) bludgeoning damage. The target must succeed on a DC 14 strength saving throw or be forced 10 ft. away from the golem and knocked prone.

ACE Magic. The shield guardian casts a spell.

Spin To Win. (Costs 2 actions) The shield guardian spins its arms around, forcing every creature within 15 ft. of the shield guardian to make a DC 15 dexterity saving throw, taking 10 (1d20) bludgeoning damage on a failed save, or half as much on a successful one.

Description

Any shield guardian infused with ACE, a powerful technomagic core, gains immense strength, the ability to fuse with magic items, and two extra arms. Invented by goblin scientists, who were under the effects of powerful intelligence boosting potions at the time, the ACE core was invented to finally destroy all the enemies of goblins. The ACE core also doubles the guardian's healing ability, but sacrifices some other features in turn. The guardian can no longer take half of its controllers damage, nor can it store spells to use later.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2019 12:34:02 AM
44
2
--
Coming Soon
6/8/2019 12:39:12 AM
17
2
--
Coming Soon
TheCrimsonAxe

Comments

Posts Quoted:
Reply
Clear All Quotes