Kryx RPGThemesMonsters
Shield Guardian

Shield Guardian

Large construct
Challenge
7

STR
4
DEX
−1
CON
4
INT
−2
WIS
0
CHA
−4

142
15d10+60
19
Soak
3
Fort
+5
Ref
+2
Will
+0
Defense note natural armor
Damage immunities poison
Condition immunities charmed, diseased, exhausted, frightened, paralyzed, poisoned

Speed 5 m.
Senses blindsight 2 m., darkvision 10 m.
Languages understands commands given in any language but can’t speak

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 10 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. It knows the following maneuvers:

1 stamina die: block blow, bonecrush, covering strike, debilitating crush, disorient, goading strike, grapple, hammer through, hammering blow, knockback, sacrifice, shield bash, spring attack, trip, unwavering mark

2 stamina dice: disarm, tremoring strike, vengeance

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.

Actions (2)

Fist. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 11 (2d6 + 4) bludgeoning damage.

Urbansrd

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

1 minute/stamina die

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage in an attempt to debilitate the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you until for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As a reaction, which you use when a creature within 1 meter of you hits another creature with an attack roll or is hit by an attack roll, you can cause that attack to target you instead.

As an action, you can make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failed save, it takes bludgeoning damage equal to the stamina die and it can’t take reactions until the start of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a successful save, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to menace the creature, foiling its attacks and punishing them for harming others. On a hit, the creature must succeed on a Will saving throw or it is marked by you for the duration or until you willingly move away from the creature, you are incapacitated, someone else marks the creature, or any of your companions do anything harmful to it. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

As an action, you can make a melee weapon attack with a weapon in an attempt to disarm the creature. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it drops one item of your choice that it’s holding.

If the creature is holding the item with two or more hands it makes the saving throw with advantage.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature is knocked prone.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.