Guardian
Large Humanoid Neutral Evil
- Armor Class: 15 (chain shirt)
- Hit Points: 110 (13d10 + 39)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Tome of Beasts 2023, page 162
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
6 (-2) |
14 (+2) |
8 (-1) |
- Saving Throws: Str +6, Con +5
- Skills: Athletics +6, Perception +4
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: charmed, frightened
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Elvish, Umbral
Special Abilities
- Fey Ancestry: The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep.
- Shadow's Vigil: The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn't impede the guardian's darkvision.
- Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack: The shadow fey guardian makes two Pike or Javelin attacks.
- Pike: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bonus Actions
- Shadow Traveler (2/Day): While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.
Reactions
- Protective Interference: When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon.
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