Armor Class
17
Natural armor
Hit Points
232
(15d10 + 10)
Speed
40 ft., fly 120 ft. Hovers 1 foot off of the ground, no higher, no lower
STR
20
(+5)
DEX
18
(+4)
CON
18
(+4)
INT
18
(+4)
WIS
18
(+4)
CHA
1
(-5)
Saving Throws
STR +8, CON +7
Skills
Intimidation +20, Stealth +20
Damage Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Blinded, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Poisoned, Unconscious
Senses
Truesight 80ft, Passive Perception 18
Languages
Abyssal, Common
Challenge
7 (2,900 XP)
Proficiency Bonus
+3
Traits
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The guardian makes two Great Sword attacks.
Great Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 4) slashing damage.
Bonus Actions
As long as the Sentinal is facing its target it can block damage.
Reactions
Block Half of Damage.
Legendary Actions
Coat the sword in voided energy. 4d20 damage on hit
Mythic Actions
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
The Void
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