Shield Guardian
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Basic
Size: Large
Type: construct
Alignment: unaligned
Health
Hit Points: 142
Hit Dice: 15d10
HP Roll: 15d10+60
Armor
Type: natural
Value: 17
Movement
Walk: 30 ft.
Fly: None
Swim: None
Ability Scores
Strength: 18
Dexterity: 8
Constitution: 18
Intelligence: 7
Wisdom: 10
Charisma: 3
Proficiencies
None
Senses
- blindsight: 10 ft.
- darkvision: 60 ft.
- passive_perception: 10
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
- poison
Condition Immunities
- Charmed
- Exhaustion
- Frightened
- Paralyzed
- Poisoned
Special Abilities
- 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 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
- Regeneration: The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
- Spell Storing: A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. 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
- Multiattack: The guardian makes two fist attacks.
- Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Legendary Actions
NoneOther Information
Languages: understands commands given in any language but can't speak
Challenge Rating: 7
Proficiency Bonus: 3
XP: 2900