Magic Resistance. The Banished Guardian has advantage on saving throws against spells and other magical effects.
Minor Spell Immunity. The Banished Guardian can't be affected by spells of level 2 or lower, unless he chooses to be affected.
Undead Nature. The Banished Guardian doesn't need to eat, sleep, drink or breathe.
Undead Regeneration. The Banished Guardian recovers 15 Hitpoints at the start of his turn if he has atleast 1 Hitpoint left.
Weapon Sets. The Banished Guardian has either a Longsword and a Shield equipped, or a Greatsword.
Magical Weapons. The Banished Guardians weapon attacks count as magical for the purposes of overcoming damage resistances.
Sword and Shield Multiattack. The Banished Guardian makes three attacks, one with his Shield and two with his Longsword. Or it makes two attacks, one with his Guardian Grasp and one with his Longsword Impale.
Greatsword Multiattack. The Banished Guardian makes three attacks, one with his Guardian Grasp and two with his Greatsword. (The Banished Guardian may choose to sweep or strike with his Greatsword)
Shield Bash. Melee weapon attack: +12 to hit, reach 5ft., one target. Hit: 13 (2d6+6) Bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Longsword. Melee weapon attack: +12 to hit, reach 10ft., one target. Hit: 15 (2d8+6) Slashing damage. If the target is a creature it takes an additional 9 (2d8) Necrotic damage.
Longsword Impale. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 17 (2d10+6) Slashing damage. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take an additional 28 (4d10+6) Piercing damage and become Impaled on the Banished Guardians Longsword. While impaled the creature is considered Grappled (Escape DC 16) and Restrained and moves with the Banished Guardian. If the target is a creature, it must make a DC 16 Constitution saving throw, on a failure the target loses maximum hitpoints equal to the damage dealt by this attack until the next long rest. This attack can only be used once per day.
Guardian Grasp. Ranged spell attack: +10 to hit, reach 60ft., one target. Hit: 13 (2d8+4) Necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pulled up to 30ft towards the Banished Guardian.
Greatsword Sweep. Melee weapon attack: +12 to hit, reach 15ft cone. Hit: 19 (2d12+6) Slashing damage. After using this attack, wether a hit or a miss, Greatsword Strike gains a bonus of +12 to hit instead of the normal to hit bonus. This bonus lasts until the end of the Banished Guardians next turn.
Greatsword Strike. Melee weapon attack: +6 to hit, reach 10ft., one target. Hit: 19 (2d12+6) Slashing damage. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take an additional 32 (4d12+6) Piercing damage and become Impaled on the Banished Guardians Greatsword. While impaled the creature is considered Grappled (Escape DC 18) and Restrained and moves with the Banished Guardian.
Impaled Doom. Melee spell attack: +10 to hit, reach 15ft., one restrained target. Hit: 54 (12d8) Necrotic damage. This spell only has an effect when used on a target that the Banished Guardian currently has Impaled on his Greatword via his Greatsword Strike attack. If the target is a creature, it must make a DC 16 Constitution saving throw, on a failure the target loses maximum hitpoints equal to the damage dealt by this attack until the next long rest. This attack can only be used once per day.
You may not leave here alive. As a reaction to any creature starting its turn the Banished Guardian destroys a small Amulet and an Impenetrable Fog Wall blocks off any exits to the current location or up to a maximum of 60ft radius sphere centered on the Banished Guardian. This wall has the same statistics of a Wall of Force and is automatically dispelled if the Banished Guardian chooses to or it dies.
Shield Parry. As a reaction to being hit, the Banished Guardian parries with his equipped Shield, gaining a bonus to his AC equal to 1d10. Should this bonus AC turn the hit into a miss; the attacking creature loses their attack and instantly ends its turn. Should it not turn the Hit into a miss then the Banished Guardian becomes stunned until the end of its next turn.
The Banished Guardian has one legendary action it may use at the end of another creatures turn, the legendary action recharges at the start of its turn.
Move. The Banished Guardian moves up to his movement speed.
Attack. The Banished Guardian makes a Longsword or Guardian Grasp attack.
Comments