Large Humanoid (Demon), Lawful Evil
Armor Class 18 Natural
Hit Points 145 (10d20 + 40)
Speed 45 ft.
STR
15 (+2)
DEX
23 (+6)
CON
14 (+2)
INT
21 (+5)
WIS
22 (+6)
CHA
14 (+2)
Saving Throws DEX +10, INT +9, WIS +10
Damage Vulnerabilities Radiant
Damage Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Truesight 120ft, Passive Perception 20
Languages Common, Voraasi
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Ascended Blade Master The Guardian has mastery over the blades at his control, and can use them for either 5ft melee or 30ft/60ft ranged attacks. Each blade is considered magical for the purposes of overcoming resistances.

Ascended Stance Master The Guardian can assume different stances, and can change a stance as a legendary action. Each stance must be used once before a stance can be repeated. The Guardian has access to the following stances:

  • Stance of Fortitude The Guardian recalls his blades close to him in a defensive posture, giving him +1 AC and limiting him to melee attacks only
  • Stance of Fury The Guardian extends the reach on his blades, increasing his melee attack range to 15ft and can take the dash action as a bonus action
  • Stance of Volley The Guardian positions his blades away from him in an offensive posture, empowering them with 1d4 necrotic damage, but limiting him to range attacks only
  • Stance of Malice The Guardian combines three blades in each hand and physically holds them both, limiting his multi-attack to two melee attacks. While in this stance, he gains +2 AC, his movement speed is reduced to 15, and can only use the following actions:
    • Malice Blade of Pain +10 to hit, range 5ft, 1 target. Hit: 15 (6d4) Slashing damage + 8 (3d4) Necrotic damage
    • Malice Blade of Despair* +10 to hit, range 5ft, 1 target. Hit: 23 (9d4) Slashing damage and stunning the target until the end of their next turn (DC17 CON save for half damage and avoid stun)

*Can only be used once per action

Actions

Multiattack The Guardian can make one of the following attack patterns with its action

  • Six melee attacks
  • Four range attacks
  • Three melee and two ranged attacks

Immolation Blade* +10 to hit, 1 target. Hit: 5 (2d4) Slashing damage + 3 (1d4) Fire damage

Fulgrant Blade* +10 to hit, 1 target. Hit: 5 (2d4) Slashing damage + 3 (1d4) Lightning damage

Necros Blade* +10 to hit, 1 target. Hit: 5 (2d4) Slashing damage + 3 (1d4) Necrotic damage

Fulmination Blade** +10 to hit, 1 target. Hit: 8 (3d4) Slashing damage and target is knocked back 15ft (DC13 STR save to avoid knock back) 

Rending Blade** +10 to hit, 1 target. Hit: 8 (3d4) Slashing damage and target's AC is reduced by 1 (DC13 CON save to preserve AC)

Silence Blade** +10 to hit, 1 target. Hit: 8 (3d4) Slashing damage and target is silenced (unable to cast spells) until the end of their next turn (DC13 WIS save to avoid silence)

*Can only be used twice per action
**Can only be used once per action

Legendary Actions

The Guardian 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 Guardian regains spent legendary actions at the start of its turn.

Change Stance The Guardian changes stances

Arcane Aegis As a reaction, the Guardian imbues himself with an arcane shield, halving the damage received from spell attacks.

Lair and Lair Actions

 

On initiative count 20 (losing initiative ties), the Guardian takes a lair action to cause one of the following effects:

  • A red crystal spawns within 90ft vision range of the Guardian creating a sphere of anti magic with a 10ft radius to it. The black crystal has an AC of 12, and 25 (10d4) HP
  • If three red crystals have been spawned, a barrier forms around the Guardian granting him immunity to spell damage and nullifying the magical properties of weapon attacks. The barrier will last until a red crystal is destroyed, each red crystal loses its sphere of anti-magic while this effect is active, and no new crystals can be spawned. 
KZG

Comments

Posts Quoted:
Reply
Clear All Quotes