Shield Guardian
Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft.
Ability Scores
STR 18 (+4) Save +4 DEX 8 (−1) Save −1 CON 18 (+4) Save +4
INT 7 (−2) Save −2 WIS 10 (+0) Save +0 CHA 3 (−4) Save −4
Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10
Languages Understands commands in any language but can’t speak
CR 7 (XP 2,900; PB +3)
Traits
- Bound. The guardian is magically bound to an amulet. If on the same plane as the amulet, its wearer can telepathically summon it. If within 60 feet of the wearer, half of the damage the wearer takes (rounded up) is transferred to the guardian.
- Regeneration. The guardian regains 10 hit points at the start of each of its turns if it has at least 1 HP.
- Spell Storing. A spellcaster wearing the amulet can cast a 4th-level or lower spell on the guardian to store it (no effect on casting). The guardian can later cast this spell with the original parameters, using the caster’s spellcasting ability and no components. Only one spell can be stored at a time.
Actions
- Multiattack. The guardian makes two Fist attacks.
- Fist. Melee Weapon Attack: +7 to hit, reach 10 ft.
Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) force damage.
Reactions
- Protection. Trigger: An attack hits the amulet’s wearer while they are within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC until the start of the guardian’s next turn, potentially causing the triggering attack to miss.