Medium Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 38 (6d10 + 8)
Speed 25 ft.
STR
18 (+4)
DEX
12 (+1)
CON
14 (+2)
INT
1 (-5)
WIS
16 (+3)
CHA
6 (-2)
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Poison
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages Understands Common and one other language of choice, but cannot speak.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Servile Guardian. The creator or owner of the guardian can spend an action on their turn to command a Tomb Guardian to move up to half it's movement speed and make a single action (not Multiattack).

False Appearance. While the guardian remains motionless, it is indistinguishable from a normal suit of armor.

Summoned Guardian. Once a Tomb-Guardian is activated through predetermined criteria, it always knows the location of it's quarry while they remain within 100 feet. Additionally, it can see invisible creatures and ignores the effects. 

Actions

Multiattack. The armor makes two melee attacks or one Shield Strike attack.

Longsword. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 9 (1d10 + 4) slashing damage.

Shield Strike. Melee Weapon Attack. +6 to hit, reach 5ft, one target. Hit: 7 (1d6 + 4) bludgeoning damage. Additionally, on a hit, the target must make a DC 15 Strength saving throw or be knocked prone.

Description

Tomb Guardians are similar to Animated Armor, in the sense that they both resemble a suit of plate armour. However, Tomb-Guardians are instead created via powerful magic, which enchant the armour with strength and limited sentience, and are used to protect tombs, crypts, vaults and other such bulwarks. 

Habitat: HillMountainUnderwaterUrban

AnagarGatughan

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