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.
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.
Comments