Mechanized Guardian (5e Creature)

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Mechanized Guardian[edit]

Medium construct, neutral


Armor Class 17 (natural armor, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 3 (-4) 13 (+1) 1 (-5)

Saving Throws Str +6, Wis +3
Skills Athletics +6, Insight +3, Perception +3
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive Perception 13
Languages Gnomish, Terran
Challenge 3 (700 XP)


Energized. When the guardian takes less than 8 lightning damage at once, it instead takes no damage and it becomes energized until the end of its next turn. While it is energized, the guardian gains a +4 bonus to its AC and its Runic Sword deals an additional 3 (1d6) lightning damage.

Overloaded. If the guardian takes 8 or more lightning damage at once, it becomes stunned for until the end of its next turn.

ACTIONS

Runic Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the guardian is energized, this attack deals an additional 3 (1d6) lightning damage.

Lightning Orb. Ranged Spell Attack: +3 to hit, range 90 ft., one target. Hit: 13 (3d8) lightning damage. This action can only be used while this construct is energized.


Often built by the deep gnomes of the Underdark, these guardians look like empty pieces of armor covered in runes of lightning, cogwheels and turbines spin within them in electric lights, giving life to the whole structure. They often stand beneath metal arches that provide them the lightning they need to be energized. These mechanized beings guard the deep gnomes and their treasures with unyielding purpose and vigilance.

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