Corrupted Guardian Stalker (5e Creature)

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Corrupted Guardian Stalker[edit]

Large construct, unaligned


Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft., climb 35 ft.


STR DEX CON INT WIS CHA
21 (+5) 19 (+4) 20 (+5) 6 (-2) 12 (+1) 3 (-4)

Saving Throws Str +9, Dex +8, Con +9
Damage Vulnerabilities radiant
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages
Challenge 11 (7,200 XP)


Legs. The guardian has six legs, which resemble white metal links that are flexible enough to climb. Each leg has an AC of 15, 10 hit points, vulnerability to radiant damage. Damage dealt to the legs deals the same damage to the guardian. When a leg is destroyed, the guardian must succeed on a Constitution saving throw with a DC of 5 + the damage taken or be stunned until the start of its next turn. When two legs are destroyed, the guardian's walking and climbing speeds are reduced by 10 feet. When three legs are destroyed, its climbing speed is lost and the guardian loses its Spider Climb feature. When four legs are destroyed, the guardian's walking speed is reduced by an additional 10 feet. When the guardian loses five legs, its speed is reduced to 5 feet. When the guardian has no legs left it falls prone and its speed is reduced to 0 feet and it can't benefit from bonuses to speed.

Spider Climb. The guardian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Energy Cannon. The guardian shoots a beam at a point within 60 feet of it. Each creature within 5 feet of the point must make a DC 20 Dexterity saving throw, taking 16 (3d10) radiant damage and 16 (3d10) force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the point must make a DC 15 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one.




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