Iron Guard (5e Creature)

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Iron Guard[edit]

Large construct, neutral


Armor Class 22 (natural armor)
Hit Points 540 (40d10 + 320)
Speed 50 ft.


STR DEX CON INT WIS CHA
29 (+9) 19 (+4) 27 (+8) 14 (+2) 23 (+6) 14 (+2)

Saving Throws Str +17, Con +16
Skills Athletics +17, Intimidation +10, Investigation +10, Perception +14
Proficiency Bonus +8
Damage Resistances acid, force, lightning
Damage Immunities fire, poison, psychic, thunder; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses blindsight 120 ft., truesight 30 ft., passive Perception 24
Languages understands all languages but can't speak, telepathy 120 ft.
Challenge 26 (90,000 XP)


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

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

Magic Weapons. The iron guard's weapon attacks are magical.

Petrifying Gaze. When a creature that can see the iron guard's eyes starts its turn within 30 feet of the iron guard, the iron guard can force it to make a DC 24 Constitution saving throw if the iron guard isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the iron guard until the start of its next turn, when it can avert its eyes again. If the creature looks at the iron guard in the meantime, it must immediately make the save.

ACTIONS

Adamantine Hammer. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36 (5d10 + 9) bludgeoning damage and 13 (2d12) force damage.

Force Orb. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 19 (3d12) force damage and the target must succeed on a DC 24 Strength saving throw or be knocked prone.

Poison Gas (Recharge 6). The iron guard exhales acrid poisonous gas in a 60-foot cone. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes 16 (3d10) acid damage and 21 (6d6) poison damage and is poisoned for 1 hour. On a successful save, a creature takes half as much damage and isn't poisoned.

REACTIONS

Retaliate. When a creature hits the iron guard with a melee attack, it makes a melee weapon attack against the attacker.

Back when The Syndicate was still an empire, their greatest wizards and artificers created guards for the nobility of this empire. They appeared as a set of plate armor, but made of shining adamantine, their eyes could petrify those who stared into them, and they could release a potent gas like an iron golem. These iron guards were all bound to an amulet and certain people, such as the Emperor himself, had an amulet that controlled several of them. There are manuals to create them, but are increasingly rare. The Syndicate pays large sums of money for such manuals, amulets, and iron guards.

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

Variants: Iron Guard Shields and Spellcasters

An iron guard can be equipped with a shield, increasing its AC to 24.

Spellcasting

Some iron guards can channel magical power. An iron guard that is a spellcaster has a challenge rating of 28 (120,000 XP) and the following trait:

Spellcasting. The iron guard is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The iron guard can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, confusion, fire shield
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): dominate monster
9th level (1 slot): time stop

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