Shield GuardianLarge construct
- 7 (2,900 XP)
Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 18 meters of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
Maneuvers. The shield guardian uses maneuvers (maneuver save DC 15). It has 20 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
1 stamina die: block blow, bonecrush, covering strike, debilitating crush, disorient, glancing blow, goading strike, grapple, hammer through, hammering blow, knockback, sacrifice, shield bash, spring attack, trip, unwavering mark
Regeneration. The shield guardian regains 10 health at the start of its turn if it has at least 1 health.
Spell Storing. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4 mana or less. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Multiattack. The guardian makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 11 (2d6 + 4) bludgeoning damage.