Exoskeleton. The guardian has a powerful cicada exoskeleton and is immune to all nonmagic bludgeoning attacks.
Absorption. The guardian is immune to all acid and poison effects, and once per combat can absorb acid/poison and add 1d4 acid/poison damage to its next attack.
Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Third Eye. The guardian will automatically detect all sneak attacks, forcing the attacker to attack normally. If the attack would do less than 10 damage of any type, the attacker must make a DC 15 Constitution saving throw or roll with disadvantage on all attack rolls for one hour.
Multiattack. The guardian makes two slam attacks, or one summon cicada attack.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or have its hit point maximum reduced by half the amount of the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Summon Cicada. Ranged Weapon Attack: +4 to hit, reach 25 ft., three targets. Hit: 4 (1d6) piercing damage. The guardian summons three cicadas and will send them at up to three targets, each cicada dealing 1d6 piercing damage.
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