Chaotic Attunement. On the start of each of its turns, roll a die on Attunement the table it attunes to the corresponding energy, its Chaotic Absorption trait uses this energy for this turn, and . The guardian is immune to this
| Attunement | |
|---|---|
| D6 | Energy |
| 1 | Fire |
| 2 | Ice |
| 3 | Lightning |
| 4 | Acid |
| 5 | Radiant |
| 6 | Necrotic |
Chaotic Absorption. Whenever the guardian is subjected to damage type that it is attuned to, it takes no damage and instead regains a number of hit points equal to half the damage dealt.
Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Magic Weapons. The guardian's weapon attacks are magical.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and 19 (3d10 + 5) of the attuned energy.
Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 5) slashing damage and 19 (3d10 + 5) of the attuned energy.
Chaotic Pulse. the guardian pulses with power, in a 15-foot radius sphere centered on itself each creature in that area, must make a DC 19 Dexterity saving throw, taking 45 (10d8) damage of its attuned energy on a failed save, or half as much damage on a successful one.
Previous Versions
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1/28/2020 2:48:13 AM
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6/26/2020 5:07:51 PM
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6/26/2020 5:11:24 PM
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7/2/2020 1:22:52 AM
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