Keeper of Shadow and Light
The Ancient Celestial Guardian is a dual-natured protector, blending shadow and light. It has resistance to both radiant and necrotic damage, and when it receives radiant or necrotic damage, it can use its reaction to release a pulse of the opposite energy type, dealing 2d6 damage of that type to all creatures within 10 feet.
Aura of Divine Judgement
This guardian emits a 15-foot aura that combines radiant and shadowy energy. Within this aura:
- All enemies take an additional 1d6 radiant or necrotic damage (guardian's choice) whenever they fail a saving throw.
- Allies of the guardian have advantage on Wisdom and Constitution saving throws.
Undying Will
As a devoted servant forged by ancient celestial power, this guardian is nearly unbreakable. It has advantage on saving throws against being charmed, frightened, or stunned, and it regains 10 hit points at the start of each turn if it has at least 1 HP.
Light of the Ancients
The guardian can, once per encounter, summon a radiant pillar of light or a veil of shadows on a target within 30 feet. Creatures within this area must make a Constitution saving throw (DC 17) or be temporarily blinded if within the radiant light, or frightened if within the shadow veil, until the end of their next turn.
Multiattack
The Ancient Guardian makes two attacks with its Darkened Scythe.
Darkened Scythe (Melee Weapon Attack)
+10 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 5) slashing damage plus 10 (3d6) necrotic damage.
- On a critical hit, the target must succeed on a DC 17 Constitution saving throw or suffer the Curse of Shadows, taking an additional 1d6 necrotic damage at the start of each of its turns until the curse is removed by a remove curse spell or similar magic.
Necrotic Pulse (Recharge 5-6)
The Guardian releases a burst of necrotic energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 17 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much on a successful one. If a creature fails by 5 or more, it is also blinded until the end of its next turn.
Call of the Shadows
Once per encounter, the Guardian can summon 2d4 Shadow Minions (use stats of wraiths) to defend the tome and attack the party. These shadows act on the Guardian's initiative count immediately after its turn.
Shadow's Embrace: The Guardian can use its bonus action to envelop itself in shadowy energy. Until the start of its next turn, the Guardian gains resistance to all damage except force and psychic. Additionally, any creature that hits the Guardian with a melee attack takes 5 (1d10) necrotic damage as the shadows lash out in retaliation.
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Parry: The Ancient Guardian can use its reaction to deflect a melee attack made against it. If the Guardian is hit by a melee attack, it can use its reaction to reduce the damage by an amount equal to 1d10 + its Dexterity modifier (3).
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Withering Grasp: When a creature within 5 feet of the Guardian makes an attack or tries to move, the Guardian can use its reaction to reach out with a hand of pure darkness. The creature must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) necrotic damage and have its movement reduced by half until the end of its next turn.
The Ancient Guardian can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Guardian regains spent legendary actions at the start of its turn.
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Shadow Strike: The Guardian makes one Darkened Scythe attack.
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Withering Grasp (Costs 2 Actions): The Guardian reaches out with a hand of pure darkness to a creature within 5 feet. That creature must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) necrotic damage and have its movement speed halved until the end of its next turn.
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Protect the Tome (Costs 3 Actions): The Guardian’s connection to the Shadow’s Tome grants it a burst of resilience. It gains 20 temporary hit points and advantage on saving throws until the start of its next turn.
Description
Spawned by the God of Creation, the Ancient Guardian of the Shadow’s Tome stands as an eternal sentinel, waiting in the darkened recesses of forgotten temples. Its purpose is clear—to protect the remains of the God of Shadows. The Guardian, an imposing celestial construct, has long been twisted by the decaying influence of the Shadow God, becoming both a protector and a keeper of forbidden knowledge.
Once a being of radiant power, it now exudes a malevolent energy, its form woven from both celestial and necrotic forces. It remains unwavering, bound to its eternal vigil, seeking to keep the enemy of their creator kept in its helpless state. As time passes, its form has decayed, but its vigilance is unyielding. The Guardian draws power from the shadows themselves, manipulating necrotic forces to defend the tomb with unrelenting fervor. Those who seek to uncover the secrets within the tomb or disturb its resting place will face not only the wrath of the Guardian but also the haunting whispers of the Shadow God’s lingering presence.
This once great Celestial is now corrupted by its rebirth and the shadows no longer has a well thinking mind and has gone mad only knowing to kill all who enter.
Lair and Lair Actions
Shadow's Grasp: The Guardian causes the shadows within its lair to writhe and reach out, creating grasping tendrils of darkness. Each creature within a 20-foot radius of the Guardian must succeed on a DC 17 Dexterity saving throw or be restrained by shadowy tendrils until the end of its next turn. A creature restrained this way can use its action to make a Strength (Athletics) check against the same DC to escape.
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