Adamantine Guard (5e Creature)
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Adamantine Guard[edit]
Large construct, unaligned Armor Class 21 (natural armor)
Saving Throws Str +6 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. ACTIONSMultiattack. 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. REACTIONSCounterattack. 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. |
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