Tiny - Shield Guardian

by VaranSL

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Shield Guardian - V.4

Large Construct, Unaligned - 7th Lvl Eldritch Knight


  • Armor Class 21 (Mastercraft Steel & Tempus' Mark)
  • Hit Points 312 (22d10+88) Greater Vitality
  • Speed 30ft.    |     Proficiency +5

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 9 (-1) 10 (+0) 3 (-4)

  • Saving Throws Strength +9, Constitution +9
  • Skills Intimidation +1, Athletics +9
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 10ft., Darkvision 60Ft., passive Perception 10
  • Languages Understands Commands Given In Any Language, Only Speaks Common
  • Challenge 13 (10,000 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 hp.

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.

Weapon Proficiency. Proficient in all Simple & Melee Weapons, but they must be Giant-Sized.

Second Wind. The guardian has a limited well of stamina that it can draw on to protect itself from harm. On its turn, it can use a bonus action to regain hit points equal to 1d10 + fighter level. Once this feature is used, the guardian must finish a short or long rest before it can use it again.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Extra Attack. Beginning at 5th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

War Magic. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Spellcasting. Intelligence: DC 12, +4 to hit.

Cantrips (at will). Booming Blade, Firebolt
1st Level (4 slots). Absorb Elements, Find Familiar, Magic Missile, Shield
2nd Level (2 Slots). Snilloc’s Snowball Swarm

Weapon Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action.

If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Charger. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Actions

Multiattack. Makes three attacks or casts a spell.

Fist. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage

Giant Battleaxe, +1 Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if wielded with two hands

Giant Longbow Range Weapon Attack: +4 to hit, reach 150/600ft., one target. Hit 8 (2d8 - 1) piercing 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.


Stone Defender

Tiny Fiend Familiar, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 7 (2d4 + 2)
  • Speed 30 ft

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 12 (+1) 3 (-4) 10 (+0) 1 (-5)

  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Blindsight 5ft., Darkvision 60ft., passive Perception 10
  • Languages Understands Commands Given In Any Language, Only Speaks A Made-Up Language
  • Challenge 0 (10 XP)

False Appearance. While the stone defender remains motionless against an uneven earthern or stone surface, it is indistinguishable from that surface.

Magic Resistance. The stone defender has advantage on saving throws against spells and other magical effects.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4 + 1) bludgeoning damage.

Reactions

Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +2 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.

Stone Defender Familiar

Familiar. The stone defender can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stone defender senses as long as they are within 1 mile of each other. While the stone defender is within 10 feet of its companion, the companion shares the stone defender's Magic Resistance trait.

                       


Giant Battleaxe, +1

melee weapon, large


  • Damage: 2d8 or 2d10
  • Damage Type: Slashing
  • Properties: Versatile
  • Weight: 16 pounds
  • Restrictions: Must have a Strength Score of 14 or higher to properly wield. If wielded by a medium creature, must use both hands to fight with it, have disadvantage on attack rolls, and they are unable to add their modifier to damage rolls.

Giant Longbow

range weapon, large


  • Damage: 2d8
  • Damage Type: Piercing
  • Properties: Ammunition, Heavy, Range, Two-Handed
  • Range: 150/600ft
  • Weight: 8 pounds
  • Restrictions: Must have a Strength Score of 14 or higher to properly wield. If wielded by a medium creature, they have disadvantage on attack rolls.
 

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