Immutable Form. The Guardian of the Mountain is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the Guardian of the Mountain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Guardian of the Mountain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The Guardian of the Mountain doesn’t require air, food, drink, or sleep.
Endurance of the Forged Heart (Recharges after a Short or Long Rest). If the Guardian of the Mountain would be reduced to 150 or fewer hit points, its current hit point total instead reset to 150 hit points. Additionally, it generates a 30ft radius electrical field centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. It also gain 100 temporary hit points. The Guardian of the Mountain can now use the options in the "Mythic Actions" section for an hour.
Multiattack. The Guardian of the Mountain makes two Unerring Slam attacks
Unerring Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage.
Steam Repair (Recharge 5–6). The Guardian of the Mountain stands in a defensive pose, repairing itself for 22 (4d10) and letting off steam within 10 feet of him. Each creature in that area must make a DC 20 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If Endurance of the Forged Heart has been activated in the last hour, this ability also grants temporary hit points equal to the amount healed.
The Guardian of the Mountain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Guardian of the Mountain regains spent legendary actions at the start of its turn.
Attack. The Guardian of the Mountain makes one Unerring Slam
Paralyzing Beam (Costs 2 Actions). The Guardian of the Mountain fires a paralyzing beam from its chest. Ranged Weapon Attack: +13 to hit, range 60/90 ft., one target. Hit: 11 (2d8 + 2) lightning damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be paralyzed until the end of its next turn.
Quick Repairs. The Guardian of the Mountain regains 11 (2d10) hit points.
If the Guardian of the Mountain's Endurance of the Forged Heart trait has activated in the last hour, it can use the options below as legendary actions. Additionally it can make an additional Unerring Slam attack on it's turns, and it has resistance to all damage while it has any temporary hit points.
Frightful Presence. All creatures within 30 ft must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute, or until it is 60 ft away from the Guardian of the Mountain. Creatures can roll the saving throw again at the end of each of their turns, ending the effect on a success.
Defense Protocol (Costs 3 Actions). The Guardian of the Mountain puts itself in a defensive stance, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the Guardian of the Mountain or hits it with a melee attack takes 34 (4d12 + 8) lightning damage.
Description
In the high mountains, ancient dwarfs spend lifetimes collecting the riches of the mountains, from precious metals to invaluable gemstones. In order to protect these riches, they created the Guardian of the Mountain, code name Clank. This automaton was the peak of dwarf engineering, a combination of magical tinkering and robust mechanical prowess.
Throughout the ages these dwarfs eventually went extinct, but their treasure still remains, guarded by the restless Guardians of the Mountain, forever the keeper of the dwarf vaults.
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