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Arcane Guardian CR: 8

Medium construct, unaligned
Armor Class: 18
Hit Points: 91 (14d8+28) 14d8+28
Speed: 40 ft

STR

17 +3

DEX

14 +2

CON

14 +2

INT

16 +3

WIS

10 +0

CHA

5 -3

Damage Immunities: Force, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
Condition Immunities: Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Truesight 120 Ft., passive Perception 10
Languages: Dentreene
Challenge Rating: 8

At will: detect magic, detect thoughts, mage hand

1/day: telekinesis

2/day: counterspell, dispel magic, hold person, shield


Force Powered: Whenever the guardian is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt. If the number of hit points regained is more than its max hit points it gains it in temporary hit points.   Immutable Form: The guardian is immune to any spell or effect that would alter its form.   Magic Resistance: The guardian has advantage on Saving Throws against Spells and other magical effects.   Magic Weapons: The guardian’s weapon attacks are magical.

Actions

Multiattack: The Arcane Guardian makes four slam attacks:   Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 1d8+3 bludgeoning damage   Energy Shot (Recharges on a long rest): The Arcane Guardian unleashes a 5ft wide 60ft long beam of green force energy from its chest’s core. Each creature in the area must make a DC 15 Dexterity saving throw or take 45 10d8 force damage on a fail and half as much on a successful save.

Arcane guardians are usually equipped with four arms, one wheel, and attachable tools for specific jobs. They were not very durable, but easy to produce in the tower’s factory. They are equipped with a force gem in their chest which acts as both a last moment weapon and their power source.

Suggested Environments

The Tower of Wonder


Created by

ST9000.

Statblock Type

Monster

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