Magical Weapons The spiritguard's weapons are considered magical.
Turn Immunity: The spiritguard is immune to the effects of Turn Undead
Rejuvenation: If the spiritguard is reduced to 0 hit points it's soul will leave it's armor for 10 days. Once these 10 days are up the spiritguard will reanimate provided the sigils within it's armor remain intact.
Multiattack The spiritguard attacks three times with it's glaive and then uses its spirit shackles ability provided it is available.
Force-Empowered Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) [slashing] damage and 7 (2d6) [force] damage.
Spirit Shackles (Recharge 5-6). All creatures within 30 ft of the spiritguard of it's choice must make a DC 15 dexterity saving throw or be set upon by astral chains. Any creature who fails the save is restrained for 1 hour or until they succeed a DC 15 acrobatics or athletics check as an action to escape.
Description
Within the city of Bredonburg, some who prioritize it's safety can volunteer their souls to inhabit living armor. These spiritguards are only ever deployed into action against powerful foes or great threats. Often their first instict is to subdue before killing.
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