Medium Humanoid, Neutral
Armor Class 24 (+3 plate, +3 Shield)
Hit Points 403 (26d12 + 168)
Speed 40 ft.
STR
29 (+9)
DEX
19 (+4)
CON
24 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +16, DEX +11, CON +14, WIS +12
Skills Athletics +26, Insight +20, Intimidation +20, Perception +20, Survival +11
Damage Resistances Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Frightened
Senses Truesight 60 ft, Passive Perception 10
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Bravest. The adamantine guard cannot be frightened and all allies who can see the adamantine guard have advantage on saves against frightened

Warrior. The adamantine guard deals 3 extra damage die on weapon attacks (included in the attack)

 Adamantine Armor. Any critical hit on the adamantine guard becomes a regular hit.

Actions

Multiattack. The Adamantine guard makes four melee attacks. and uses frightful presence

+6 Longsword. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 32 (4d8 + 15) slashing damage. plus 14 (4d6) fire damage.

Leadership (6/Day). For 1 minute, the adamantine guard can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add  2d10 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Frightful Presence. Each creature of the Adamantine guards choice that is within 120 feet of the Adamantine guard and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Adamantine guards Frightful Presence for the next 24 hours.

Reactions

Parry. The Adamantine guard adds 6 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Legendary Actions

The Adamantine Guard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Adamantine Guard regains spent legendary actions at the start of its turn.

Commanding Shout. The Adamantine Guard makes an intimidation check at advantage against everyone within 30 ft

Sweep Attack. The Adamantine Guard makes a Longsword attack at every creature within melee.

Fiery Release (Costs 3 Actions). The Adamantine Guard Slams their sword into the ground and releases a fiery explosion. Each creature within 20 feet of the Adamantine guard must succeed on a DC 18 Dexterity saving throw or take 54 (8d10 + 10) Fire damage damage and be knocked prone. half damage on success and the creature is not knocked prone

Description

The adamantine guard are mortal men and women granted demi godhood. they serve their masters with the vigor and respect they deserve. these warriors are respected and feared throughout all of the planes and their mere presence can shake an enemy to their core even causing the enemy side to surrender without a single Adamantine guard lifting a blade.

It is said that only 400 adamantine guards exist and 400 is all anyone will need. it is uncommon to see more than 4 in one place. it is rumoured however that the god of war herself personally trained each and everyone of them and has 100 of them guard her. 

The blade of an adamantine guard was forged in the fires of the elemental plane of fire and enchanted with fire by the god of magic himself. for the swords rarity consider it an artifact and times whatever price you think it will cost by 4.

 An adamantine guard will never go against their god and will die in service to her

all of the adamantine guards are granted a pegasus each to ride into battle and to patrol on.

Monster Tags: NPC

Habitat: Urban

Josefwho02

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