Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 135 (15d10 + 60)
Speed 20 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
Damage Vulnerabilities Acid
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages Understands commands given in any language but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Bound. The sword 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 sword 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.

Arsenal. The Arsenal Guardian can equip up to two weapons, and store one backup, when an equipped weapon is fired, it will automatically equip its backup weapon and free up its backup slot.

Weapon Loading. The wearer of the guardian's amulet (or anyone whom the wearer commands the guardian to allow) can give the guardian any melee weapon to wield, so long as the guardian currently has no more than three weapons currently equipped. The guardian becomes proficient with any melee weapon, however, if the weapon is magical and requires attunement the guardian is attuned to it only if the wearer of it's amulet is.

Big ol' robot hands. The guardian is quite large and imbued with magical, supernatural strength, it can wield two handed melee weapons with one hand, it also has a long reach and can hit creatures beyond the normal reach of some weapons

Actions

Multiattack. The guardian makes one attack with each equipped weapon.

  • Arsenal guardian has +7 to hits with melee weapons.
  • range and damage is as follows unless otherwise specified by weapon
  • slashing weapons: range 5ft, can hit two adjacent medium or smaller creatures, Hit 13 (3d6 + 4)
  • piercing weapons: range 10ft, single target, Hit 14 (2d10 + 4)
  • bludgeoning weapons: range 5ft, single target, Hit 12 (4d4 + 4)
    • creatures hit with bludgeoning weapons from the guardian must make a DC 13 constitution saving throw, on a failed throw they are knocked prone and Stunned for one turn

Pneumatic forearm guns. Ranged weapon attack (25ft/70ft), +3 to hit

  • Guardian fires the weapon equipped in one of its arms at a distant target, losing use of that weapon until it is retrieved or a new one is loaded
  • After firing the guardian immediately moves its backup weapon(if there is one) to the now empty slot
  • damage applies the same as above, but adds 6 to damage die instead of 4
  • bludgeoning Stun effect still applies

 

Reactions

Sword. When the wearer of the guardian's amulet makes an attack against a creature,the guardian grants a +2 bonus to the wearer's Hit if the guardian is within 10 feet of the Creature.

Description

A hulking behemoth that looks as though it may have once been a shield guardian, this horrid construct belches black smoke from its mouth, obscuring its head but for the glowing red eyes, you can head the clanking of crude craftsmanship as its limbs move and a blade slowly emerges from the end of one of its gangly arms.

Habitat: Urban

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