Corrupted Guardian Stalker (5e Creature)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Creature Design Guide if you need help.

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 When the flavor has been changed so that this template is no longer applicable please remove this template.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

Corrupted Guardian Stalker[edit]

Large construct, unaligned

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

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
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.


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.

Back to Main Page5e Homebrew5e Creatures Back to Main Page5e HomebrewCampaign SettingsHyruleBestiary

This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Home of user-generated,
homebrew pages!