Mage Guardian (5e Creature)
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Medium humanoid (any race), any alignment
Armor Class 15 (studded leather)
Saving Throws Dex +9, Con +10, Int +9, Wis +9, Cha +8
Brave. The guardian has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the guardian hits with it (included in the attack).
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Magic Weapons. The guardian's weapon attacks are magical.
Regeneration. The guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spellcasting. The guardian is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The guardian has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
*The guardian casts these spells on itself before combat.
Multiattack. The guardian makes three attacks and casts a cantrip.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage when used in two hands, plus 14 (4d6) damage of one of the following types (guardian's choice): acid, cold, fire, force, or lightning.
Parry. The guardian adds 6 to its AC against one melee attack that would hit it. To do so, the guardian must see the attacker and be wielding a melee weapon.
Mage guardians are warriors that train to overcome spellcasters, learning the art of their enemies to use it against them. Some are members of ancient orders that practise secret martial arts, while others are professional soldiers singled out for special training and others still are skilled mercenaries that sell their services to the highest bidder. Regardless of their origins, mage guardians are incredibly skilled warriors and the worst nightmare of any spellcaster.
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