Shield Guardian

Large construct, unaligned

Armor Class 17 (natural armor)

Hit Points 142 (15d10 + 60)

Speed 30 ft., swim 15 ft., climb 15 ft.

str

18 (+4)

dex

8 (-1)

con

18 (+4)

int

7 (-2)

wis

10 (+0)

cha

3 (-4)

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages Understands commands given in any language but can't speak

Challenge 7 (2,900 XP)

Bound. The guardian is magically bound to an amulet. While 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 (round 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 Hit Point.

Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost.

Actions

Fist. Melee Attack Roll: +7, reach 10 ft. 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage.

Multiattack. The guardian makes two Fist attacks.

Attack Summary

Fist attackmelee
+7 to hit|2d6+4 bludgeoning+2d6 force
Range: 10 ft.

Reactions

Shield. When a creature the guardian can see makes an attack against the wearer of its amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.