Level
6th
Casting Time
10 Minutes
Range/Area
20 ft.
Components
V, S, M *
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

You summon a towering construct made of swirling musical notes and rhythms, forming a powerful guardian. The Symphonic Guardian exudes a Symphonic Aura in a 30-foot radius, granting allies within the aura a +1 bonus to their Armor Class and to attack and damage rolls.

The guardian’s Percussive Slam draws enemies' attention, forcing them to attack the guardian, imposing disadvantage on attack rolls against other targets. The Symphonic Guardian lasts for 1 hour, requiring no concentration to maintain, and it immediately goes after your turn in the initiative order.

Using a Higher-Level Spell Slot. When you cast this spell with a spell slot above 6th, the Symphonic Guardian's AC increases by 1, and HP increases by 10.

Symphonic Guardian

Large Construct, Unaligned

AC 10 + the spell’s level

HP 70 + 10 for each spell level above 6th

Speed 30 ft.

    Mod Save
STR 20 +5 +9
DEX 10 +0 +0
CON 18 +4 +8
    Mod Save
INT 6 -2 -2
WIS 10 +0 +0
CHA 5 −3 −3

Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Immunities Poison, Psychic, Thunder

Senses Darkvision 60 ft., Passive Perception 9

Languages Understands the languages of its creator but can't speak

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Magic Resistance. The Symphonic Guardian has advantage on saving throws against spells and other magical effects.

Immutable Form. The Symphonic Guardian is immune to any spell or effect that would alter its form.

Symphonic Aura. The Symphonic Guardian generates a 30-foot aura that bolsters the attack and defense of all friendly creatures. Allies within this range gain a +1 bonus to their AC, and their attack and damage rolls. This aura deactivates if the Symphonic Guardian is incapacitated or destroyed.

Actions


Percussive Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be forced to attack the Symphonic Guardian on its next turn. The target has disadvantage on all attack rolls made against creatures other than the Symphonic Guardian until the start of its next turn.

Concussive Strike (Recharge 5–6). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (4d10 + 5) thunder damage. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the creature’s next turn.

* - (a percussion instrument, such as a drum)
Graham3D

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