Huge Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 15 (2d6 + 8)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
6 (-2)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +6, WIS +6
Skills Perception +15
Damage Vulnerabilities Acid, Lightning
Damage Immunities Psychic, Radiant
Senses Blindsight 30 ft., Passive Perception 25
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Regeneration. While the Chain Guardian's phylactery is still intact, any of the Guardian's chains are regenerated the next day. 

Self-extension. The Chain Guardian can sense through its chains as well as its phylactery. 

Actions

Action. The Chain Guardian makes up to seven Slam or Whip attacks, in any combination. One whip can only attack once on the Chain Guardian's turn. 

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6+ 2) [bludgeoning] damage. 

Whip. RangedWeapon Attack: +5 to hit, range 10/30 ft., 1 target. Hit: 7 (1d8 + 2) [bludgeoning] damage.

Description

Chain Guardians dwell deep within dungeons and underground caverns, guarding vast treasures within tombs and vaults. They assault unaware victims foolish enough to rattle random chains dangling from the ceiling. 

Lair and Lair Actions

The chains of a Chain Guardian dangle just above the ground from stalactices above cielings, waiting ominously for creatures to stray within the chains' grasps. Nearby, hidden within a mound of treasure or locked vault lies the phylactery of the Chain Guardian. The Chain Guardian is also often guarding a hoard of treasure along with its phylatctery. The lair of a Chain Guardian is mostly bare, with few places to hide or escape. 

Lair Actions

On initiative count 20 (losing initiative ties), the [Chain Guardian] takes a lair action to cause one of the following effects; the [Chain Guardian] can’t use the same effect two rounds in a row:

  • Summon spectral chains across the floor within 10 feet of a chain in a square 10 feet on a side. The area becomes difficult terrain, and any creatures within the square when it is summoned must succeed on a DC 15 Strength Saving Throw or be knocked prone.
  • Three chains immediately attempt to grab a creature within their ranges. They forgo their attacks, but the creature must succeed on a DC 20 Strength Saving Throw or become restrained. 

 

Habitat: MountainUnderdarkUrban

HarbeksonofDarbek

Comments

Posts Quoted:
Reply
Clear All Quotes