You call upon dark energy to conjure a humanoid figure wearing black plate mail and a shrouded black hood. The humanoid's face is unable to be seen and it makes no sound. The Guardian acts on your initiative and disappears if you lose concentration, or if it drops to 0 hit points. Otherwise, the Guardian acts indifferently as any other ally under your control would.
Guardian Stats
HP - 100 (20 d10) AC - 18 Plate Mail
Str. 19 (+4) Dex. 14 (+2) Con. 18 (+4) Int. 10 (0) Wis. 15 (+2) Cha. 10 (0)
Saving Throws - Str. +8 Con. +8
Damage Resistances. Slashing, poison, psychic
Condition Immunities. charmed, poisoned, frightened, blinded, exhaustion
Brave. The Guardian has advantage on saving throws against being frightened.
Inspiring Fighter. Friendly creatures within 5 ft. of the Guardian have advantage on attack rolls made against enemies.
Actions
Multiattack. The Guardian takes three melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
Reactions
Guard. The Guardian uses its reaction to protect one creature within 5 ft. of it. The target creature gains +3 AC until the start of the Guardian's next turn and automatically succeeds on Dexterity saving throws.. The target creature must remain within 5 ft. of the Guardian for this to remain active.
Mulitguard. The Guardian shields up to 4 medium or smaller creatures within 5 ft.. Until the start of the Guardian's next turn, all of the target creatures have a +1 bonus to AC and have advantage on Dexterity saving throws. A target must remain within 5 ft. for this to remain active.
* - (Greatsword)
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