Adamantine Guard (5e Creature)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: No Fluff. Split and Merge calls hit points life points. Why are the reactions written in German? 15:25, 9 February 2024 (MST)


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Adamantine Guard[edit]

Large construct, unaligned


Armor Class 21 (natural armor)
Hit Points 125 (10d10 + 70)
Speed 35 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 24 (+7) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +6
Proficiency Bonus +2
Damage Resistances cold, fire
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)


Brute. A melee weapon deals one extra die of its damage when the adamantine guard hits with it (included in the attack).

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

Magic Resistance. The adamantine guard has advantage on saving throws against spells and other magical effects.

Necrotic Absorption. Whenever the adamantine guard is subjected to necrotic damage, it takes no damage and instead gains a number of hit points equal to the necrotic damage dealt.

ACTIONS

Multiattack. The adamantine guard makes two attacks.

Adamantine Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d8 + 4) slashing damage and 7 (3d4) necrotic damage.

Black Aura (Recharge 5-6). The adamantine guard targets a creature within 20 feet of it that it can see. The target must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save or half as much damage on a successful one.

Split and Merge. The adamantine guard splits into 2 adamantine guards, decreasing the body size to medium this can be repeated until the adamantine guard reaches body size small. The life points are divided equally each time. The AC is reduced to 18 on Medium and 16 on Small, leaving all other stats unchanged. The adamantine guard can reassemble when all Medium or Small adamantine guards are within 5 feet of it.

REACTIONS

Counterattack. When the Adamantine Guardian takes damage, it performs a Adamantine Sword. attack if the attacker is within 5 feet.

Constructed Nature. An adamantine guard doesn't require air, food, drink, or sleep.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: