Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 8 (−1) | 18 (+4) | 7 (−2) | 10 (+0) | 3 (−4) |
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Languages understands commands given in any language but can't speak
Challenge 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 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.
Reactions
Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.CR07