Large Construct, Typically Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 40 ft., Fly 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +7, INT +8, WIS +9
Damage Resistances Force, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 14
Languages Primordial, Telepathy 120 ft
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day): If the Arcane Guardian fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Arcane Guardian has advantage on saving throws against spells and other magical effects.

Magic Weapons: The Arcane Guardian’s weapon attacks are magical.

Actions

Multiattack. The Arcane Guardian makes two Arcane Strike attacks.

Arcane Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) force damage.

Astral Pulse (Recharge 5–6). The Arcane Guardian unleashes a cone of force in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a successful one. Creatures who fail their saving throw are also pushed 20 feet and stunned until the end of their next turn.

Dimensional Anchor (Recharge 5–6).The Guardian targets one creature it can see within 60 feet. The target must succeed on a DC 18 Strength saving throw or be pulled 30 feet toward the Guardian and restrained for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reality Warp (Recharge 6). The Arcane Guardian distorts the battlefield in a 60-foot radius centered on itself. The Guardian rolls a d6 to determine an effect at the start of each of its turns for 3 rounds (see Reality Warp Effects table).

Reality Warps Table (d6)

  1. Gravity Surge: All creatures must succeed on a DC 16 Strength saving throw or be knocked prone and take 10 (3d6) bludgeoning damage. 
  2. Spatial Tear: One random creature (including the Guardian) is teleported 40 feet in a random direction.
  3. Distortion Field: Ranged attacks against the Guardian have disadvantage until the start of its next turn. 
  4. Temporal Flux: Players’ initiative order is reversed for the next round.
  5. Planar Echo: A spectral duplicate of the Guardian appears and attacks a random player, dealing 22 (4d10) force damage before vanishing. 
  6. Arcane Surge: The Guardian regains 50 hit points. 
Legendary Actions

The Arcane Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and it can only be used at the end of another creature’s turn. The Arcane Guardian regains spent legendary actions at the start of its turn.

Astral Wings.The Arcane Guardian flies up to 40 feet without provoking opportunity attacks.

Arcane Blink. The Arcane Guardian shifts into the Ethereal Plane until the start of its next turn, making it immune to nonmagical damage.

Arcane Strike. The Arcane Guardian makes one Arcane Strike attack.

Description

The Arcane Guardian is a powerful construct designed to protect the rift and prevent it from being tampered with. It has a combination of devastating magical abilities and strong physical defenses, making it a formidable foe for any party. The Guardian immediately perceives the party as a threat to the stability of the rift and will attack anyone who approaches or interacts with it.

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2024 10:52:03 AM
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Coming Soon
TheMightyJoe52

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