Spiked Carapace. Whenever a creature deals damage to the Chained Guardian with a melee weapon from 5 ft. away, it takes 7 (1d12) piercing damage.
Aura of Fear. The Chained Guardian emits an aura of terror within a 30 ft. radius. Any creature that moves into range of the aura or begins their turn in it must make a DC 17 Wisdom saving throw or be frightened. Any creature frightened by this effect must spend its turn moving away from the Chained Guardian as far as possible.
Consume. When the Chained Guardian hits with a bite attack, it begins to consume the target. While a creature is grappled in its mouth, at the beginning each of its turns that creature takes 7 (1d12) piercing damage and 7 (1d12) necrotic damage. Its maximum hit points are reduced by the total amount of damage taken. The Chained Guardian regains hit points equal to the amount of damage taken in this way.
Regeneration. As long as it isn't on 0 hit points, the Chained Guardian regains 10 hit points at the start of its turn.
Void Chains. The Chained Guardian is tethered to a particular spot with energy manipulated from the void. This is manifested as three lengths of chain exuding dark energy. As long as the creature remains chained by at least one length, its regeneration ability is nullified. The chains have an AC of 10 and 25 hit points. While it is chained like this, the Chained Guardian can only move up 50 ft. away from the location where it is tethered. The Chained Guardian is unable to attack these chains itself.
Multiattack. The Chained Guardian makes three attacks: two with its claws and one bite attack.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 5) slashing damage and 17 (3d6) necrotic damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) slashing damage and is grappled. The target can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) roll to escape the grapple (DC 17).
Horrid Breath (Recharge 4-6). As an action, the Chained Guardian can unleash a foul torrent from its large central mouth in a 15 ft. cone. All affected creatures must make a DC 17 Constitution saving throw or take 26 (4d12) necrotic damage and be sickened for 10 minutes by the stench of rot and decay.
Description
The chained guardian is a greater undead generally created to defend an item or location by its creator. For its entire existence, it knows nothing else. It is, however, entirely feral and if it is attacked then released, it will chase down its assailant with relentless aggression. It will attack any that come near it on sight except for its creator. Such creatures are made by high level mages when they have something truly valuable to protect. Given how difficult they can be to raise, these are usually reserved as the last line of defence, with lesser undead being utilised to weaken the infiltrators.
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