AC 14 (natural armor)
HP 133 (14d10 + 56; bloodied 66)
Speed 25 ft.
Proficiency +4; Maneuver DC 17
Damage Immunities acid, poison, psychic; damage from nonmagical, non-adamantine weapons
Condition Immunities charmed , fatigue , frightened , paralyzed , petrified , poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Constructed Nature. Guardians don’t require air, sustenance, or sleep.
Acid Absorption. When the guardian is subjected to acid damage, it instead regains hit points equal to the acid damage dealt.
Berserk. When the guardian starts its turn while bloodied , roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.
Bloodied Haste. While the guardian is bloodied, its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws , and it can use its slam as a bonus action.
Immutable Form. The guardian is immune to any effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and magical effects.
ACTIONS
Multiattack. The guardian attacks twice with its slam.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it makes a DC 15 Constitution saving throw . On a failure, its hit point maximum is reduced by an amount equal to the damage dealt. The target dies if its hit point maximum is reduced to 0. A greater restoration spell or similar magic removes the reduction.
Combat
The guardian’s strategy is determined by its programming. It may attack the closest enemy, or it may be instructed to attack only certain targets, such as the first one to touch an item it was protecting.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Spellcasters can build guardians, constructs that follow orders mindlessly.
DC 15 All guardians are immune to damage from nonmagical weapons and are resistant to spells. Depending on the material it is made from, a guardian may ignore or even be healed by certain effects. For example, clay guardians are healed by acid; flesh guardians are healed by lightning; and iron guardians are healed by fire.
DC 20 A damaged guardian may go berserk and no longer function properly.
Clay guardians are usually taller than a human and disproportionately bulky, with thick limbs and stout torsos. A few, however, resemble their creator or an idealized humanoid form.
Less durable than stone or iron guardians , clay guardians can easily become damaged and deviate from their orders, becoming inert or going berserk.
1–2 Guarding an area, attacking trespassers on sight
3 Attacks if trespassers touch or damage certain doors or items
4 Berserk; pacing among broken artwork and furniture, attacking anything that moves
5 Patrolling; stops to fix, clean, repair, or reset items
6 Attacks only to defend itself; clears a path in response to certain actions, such as unlocking a door if you say a certain word, stepping off a concealed trap door if you ask it to move, giving you a key if you beat it at chess, etc.
1 Magic mouth that poses a riddle; the answer deactivates the guardian for 1 minute
2 Several silver necklaces or rings; the guardian ignores creatures that wear this jewelry
3 A bell or gong; ringing it summons the guardian
4 DC 15 Investigation check: a notebook in an ancient language, containing phrases the nearby guardian must obey, such as "attack on sight,” "deactivate." etc.
5 Big round footprints that appear to have walked the same path countless times
6 Distant lumbering footsteps
Guardians stand sentinel over treasure in laboratories, temples, or tombs, or do the bidding of their masters in cities and towns.
CR 5–10 clay , shield , or stone guardian ; 1 or 2 flesh guardians ; flesh guardian with bolt-thrower , gargoyle , or 3 zombies
Treasure 4 rare books (200 gp each), spell scrolls of bestow curse , fear , and remove curse
CR 11–16 iron guardian ; stone colossus ; clay or stone guardian with 1 or 2 basilisks , gelatinous cubes , ochre jellies , or walking statues
Treasure 5 alexandrite gemstones (500 gp each), portable hole , manual of guardians
CR 17–22 2 clay or stone guardians
Treasure 800 gp, 20 rare books (200 gp each), bead of force , spell scrolls of flesh to stone and forbiddance , 2 maul (black iron, inscribed with the name “Black Key”; the first time each day the maul touches a locked door, it casts knock with spell attack bonus +10)
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.