Guardian Stalker (5e Creature)

From D&D Wiki
Jump to navigation Jump to search
Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

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
Proficiency Bonus +4
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 understands Ancient but can't speak
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, and 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.

Weak Point. Any attacks made against the guardian's eye bypass its immunity to bludgeoning, piercing, and slashing damage. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage.

ACTIONS

Energy Cannon. The guardian shoots a beam at a point within 300 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.


A guardian stalker has six segmented legs which support its main body and most dangerous weapon: its single eye, which can fire a deadly beam of energy. These legs can be damaged and destroyed, leaving the construct immobile and vulnerable. Numerous ancient materials can be recovered from destroyed guardians, which can be used by researchers to create powerful gear.

Variant: Guardian Turret[edit]

Some guardians are constructed without legs and deployed in stationary positions to guard important locations. They have a slightly different appearance as they are not as wide and look more like guardian skywatchers with a ball (the "head") with the eye implanted onto a smaller body. When they spot their enemies their "head" rises up and uses it to see close around them. Though a guardian turret is incapable of movement, the effectiveness of its laser isn't reduced. A guardian turret has a speed of 0 feet, no climbing speed and can't benefit from any bonuses to its speed, cannot be knocked prone, doesn't have the Legs or Spider Climb trait and has the following trait:

Immobile. The guardian cannot be moved in any way other than teleportation.

4.00
(one vote)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiary

FairUse.png
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.
Copyright.png