AC 14 (natural armor)
HP 102 (12d8+48; bloodied 51)
Speed 35 ft., climb 35 ft., swim 35 ft.
Proficiency +3, Maneuver DC 14
Damage Resistance necrotic; bludgeoning, piercing, andslashing from magical weapons
Damage Immunities cold, fire, force, thunder;bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, fatigue, frightened,paralyzed, petrified, prone, strife
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its creator but can’t speak
Berserk. Whenever the guardian starts its turn with 60 hit points or fewer, roll a d6. On a 6, the guardian goes berserk. On each of its turns while berserk, the guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the guardian attacks an object, with preference for an object smaller than itself. Once the guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points (it cannot be calmed.)
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Mastered Form. The guardian can move through a space as narrow as 1-inch wide without squeezing and it is immune to any spell or other effect that would alter its form.
ACTIONS
Multiattack. The guardian makes three slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12+3) magical bludgeoning damage. If the target is a living creature, the guardian heals half the damage dealt.
Blood Bullets. Ranged Weapon Attack: +6 to hit, range 100, up to three initial targets plus multiple targets (5-foot radiuses). Hit: 13 (2d8+4) magical piercing damage. Whether or not a blood bullet hits, it explodes on impact. Every creature within 5 feet of the point where a blood bullet explodes must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) necrotic damage.
BONUS ACTIONS
Alter Arms. The guardian can form its arms into weapons to change the type of damage it deals with its slam attack to piercing or slashing damage.
Bloodsight. The guardian learns the direction and distance to a living creature it has damaged if the creature is present within 5 miles.
Blood flows around, through, away from, and back into this human-shaped figure as it looks about for more of the same, sapping away the crimson liquid spilled by its victims, and despite its lack of eyes many claim its gaze is piercing. A blood guardian is the same size as a human but made entirely out of flowing blood bound by mysterious and wicked arcana, and its directives are typically just as foul as the magic which wrought them.
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.