Magic Resistance. The Armor Guardian has advantage on saving throws against spells and other magical effects.
Unusual Nature. The Armor Guardian doesn't require air, food, drink, or sleep.
Immutable Form. The Armor Guardian is immune to any spell or effect that would alter its form.
Multiattack. The Armor Guardian makes a Shield slam and then a Warhhamer, it can't be against the same target, unless the target it’s knocked prone.
Shield Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
Warhammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is prone takes 7 (2d6) extra bluedgeoning damage.
Description
A giant, heavily armored tower guardian. Jaret, the King of Storms, had his court sorcerers create these hulks from the most devoted of his guards. What magic made them is a mystery, but it seems like it would require something more powerful than common sorcery.
Comments