Bound. The shield guardian is magically bound to an amulet. As long as the 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. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Thrust Capabilities. Once per day the user may use an action to command the Guardian to activate its arcane thrusters. These thrusters allow for a flight speed of 60 ft. While active the Guardian hovers off the ground 5 ft and is not effected by ground based effects ie, earthquake.
Multiattack. The guardian makes two attacks either with its fists or its Rifle.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) bludgeoning damage.
Rifle. Ranged Weapon Attack: +11 to hit, reach 300 ft., one target. Hit: 13 (1d12+6) piercing damage.
Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
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