Large Undead (Yuan-Ti), Neutral Evil
Armor Class 16 (Scale Mail)
Hit Points 80 (8d10 + 36)
Speed 35 ft.
STR
10 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +6, CON +5
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft, Passive Perception 13
Languages Yuan-Ti, Draconic, Abyssal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sunlight Sensitivity. While in sunlight, the Skeletal Guardian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Sunlight Protection. While in sunlight, the Skeletal Guardian has resistance to damage from non-magical bludgeoning attacks and fire.

Undead Fortitude. If damage reduces the Skeletal Guardian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Skeletal Guardian drops to 1 hit point instead.

Guardian's Sight. Magical darkness doesn't impede the Guardian's Darkvision.

Actions

Multiattack. The Yuan-Ti Skeletal Guardian can use its Serpent's Glare and makes two attacks with its corrupted scimitar or one attack with its corrupted longbow.

Corrupted Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage.

3/Day: If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with Yuan-Ti Stoneblood. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to stone. The curse lasts until removed by the remove curse spell or other magic.

Corrupted Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) necrotic damage.

Serpent's Glare. The Skeletal Guardian targets one creature it can see within 60 feet of it. If the target can see the Skeletal Guardian, it must succeed on a DC 12 Wisdom saving throw against this magic or become charmed until the end of the Skeletal Guardian's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Serpent's Glare of all Skeletal Guardians for the next 8 hours.

Description

The Yuan-Ti have spent millennia perfecting the art of necromantic preservation, and often employ the reanimated skeletons of Yuan-Ti serpent warriors as guardians for their temples and tombs. These Skeletal Guardians are typically found protecting their charge in pairs, adorned with fine scale mail and wielding large, twisted scimitars.

Lair and Lair Actions

Yuan-Ti Skeletal Guardians are often found protecting the antechambers of notable Yuan-Ti temples, crypts, tombs, and other sites important to their living masters. These sites, which are typically constructed from intricate works of sandstone or granite, are also home to a number of traps, pit-falls, and any number of nasty surprises awaiting the foolhardy adventurer that dares to enter.

Lair Actions

On initiative count 14 (losing initiative ties), the Skeletal Guardian may take a lair action to cause one of the following effects; the Skeletal Guardian can’t use an effect two rounds in a row:

  • The Skeletal Guardian recites an incantation that activates the chamber's defenses, sealing any doors that may be open, and calling forth a series of hidden spike traps located within certain floor tiles. Creatures standing in a space that is trapped in this manner must succeed on a DC 13 dexterity saving throw or take 20 (2d12 + 7) piercing damage. Trapped floor tiles occupied by a Skeletal guardian do not activate when this lair action is triggered. 
  • Magical darkness spreads from an opal gemstone atop a short (5 ft) obelisk (located in the center of the chamber) to fill a 20-foot-radius sphere until the end of the Skeletal Guardian's next turn. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
    The opal gem may be destroyed on a successful hit (AC 19), which prevents this action from occurring again, and/or immediately ends the effect.

If more than one Skeletal Guardian is present, only one may take a lair action.

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2020 4:02:36 AM
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1
1.0
Coming Soon

Monster Tags: Yuan-Tiundead

Habitat: DesertSwamp

MaceofBass90

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