Lychguard (5e Creature)

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Medium construct, neutral evil

Armor Class 20 (natural armour, shield)
Hit Points 79 (12d8 + 25)
Speed 40

16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 14 (+2)

Saving Throws Strength, Wisdom
Skills Deception +6, Perception +4
Damage Vulnerabilities acid
Damage Resistances piercing, slashing, and bludgeoning from nonmagical attacks
Damage Immunities cold, fire, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft., passive Perception 14
Languages Common, Necron
Challenge 9 (5,000 XP)

Personality Database. All Necrons have had the capacity for deviance and treachery removed. Where this mostly leaves a speechless husk, the Lychguards are given personalities to better serve as dignitaries for their patriarch. Lychguard have advantage on Charisma based saving throws and actions.

Brute. A melee weapon deals one extra die of its damage when the lychguard hits with it (included in the attack).

Phase. In the event of an emergency, a necron will Phase. This is an instant teleportation to the nearest Tomb World (planet) for repairs, though their artificial minds are weakened by each Phase.

Necrodermis. Necrons aren't machines. They're made of Necrodermis (literally means "corpse skin") which is a type of metal made by the C'tan that heals itself. This gives regeneration of lethal damage 10 hit points per round. A Necron will cease function at 0 hit points though its body will recover.

Missile Protection. A lychguard armed with a dispersion shield takes no damage from missile based attacks if they are aware of the targeting enemy. The attacker rolls 1d8. On a 1 through 7, the lychguard takes no damage from the attack. On an 8, the missile is reflected back on the attacker dealing full damage.

Equipment. The lychguard will either come equipped with a hyperphase sword and a dispersion shield, or a warscythe. Never a combination of both.


Multiattack. A lychguard makes two melee attacks.

Hyperphase Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) slashing and 7 (2d6) necrotic damage.

Dispersion Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) bludgeoning and 3 (1d6) force damage. A successful hit will push the target back 5 feet. The target must make a DC 15 Strength saving throw or be knocked prone.

Warscythe. Melee Weapon Attack: +7 or +9 to hit, reach 10 ft. or 5 ft., one target. Hit: 26 (5d8 + 3) slashing damage and 13 (3d8) necrotic damage or 16 (3d8 + 3) piercing damage. The warscythe has a main blade, which lychguard save for "worthy" foes. All other lesser enemies are struck by the spear on the butt of the staff. Lychguard declare what type of enemy they are fighting by the end of their weapon they use; the will not swap mid-encounter.

Necron Lychguard armed with a Hyperphase Sword and a Dispersion Shield

The Necron Overlords and Lords have made the Lychguard as their own personal defense force. When not directly defending their leaders, these skeletal monsters patrol the galaxy in search of beings that would pose a threat to the rise of the Necron Hierarchy. They stand 8 feet tall and will not stop moving toward their target. Given their size and strength, they can wield their larger equipment with the same ease as a human with a shortsword. When a Necron falls in battle, its allies will attempt to recover the broken body to repurpose it on their home world.

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