Riftbound Guardian - AI-generated fantasy Monster

Riftbound Guardian

According to broken records from the quest Breach at Shattered Faith, the first Riftbound Guardian was created when the faithful tried to seal a profaned chapel by binding a shard of the collapsing veil into a stone knight. The rite worked, but only partially. The resulting sentinel remained at its post long after the priests died, the temple crumbled, and the breach changed from a wound into a doorway. Modern sightings suggest each guardian is less a person than a vow made lethal.

Largeconstruct(planar construct)CR CR 9lawful neutral

Riftbound Guardian

constructguardianplanarbosstempleriftundead-adjacent
HP152AC18SPD30 ft., teleport 30 ft. to a space it can seeCRCR 9ArcanaInsightPerception
STR
18
DEX
12
save
CON
18
save
INT
14
WIS
12
save
CHA
16
save
Magic Resistance. The guardian has advantage on saving throws against spells and magical effects.
Phase Step. The guardian can teleport up to 30 feet to an unoccupied space it can see as part of its movement or instead of moving.
Rift Anchor. While within 60 feet of an active breach or planar scar, the guardian gains a bonus to AC and saving throws, and it cannot be surprised.
Hardened Frame. The first time each round the guardian would take damage from a single source, reduce that damage by 7.
Death Throes. If the guardian is reduced to 0 hit points within 60 feet of the breach it guards, the breach flares. Each creature within 10 feet of the breach must succeed on a Constitution saving throw or take 10 () force damage.
Riftblade Cleave. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 17 () slashing damage plus 7 () force damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet away from the guardian.
Anchoring Lance. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 18 () force damage, and the target cannot take reactions until the start of its next turn.
Fracture Pulse. The guardian tears open a crack in space at a point it can see within 60 feet. Each creature of the guardian's choice within 10 feet of that point must make a Dexterity saving throw, taking 21 () force damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also pulled up to 10 feet toward the crack.
Rift Parry. When a creature the guardian can see hits it with an attack, the guardian reduces the damage by 10 if the attacker is within 30 feet and the guardian can move 5 feet without provoking opportunity attacks. If it moves this way, it may teleport instead.
Phase Shift. The guardian moves up to half its speed without provoking opportunity attacks.
Cleave. The guardian makes one Riftblade Cleave attack.
Anchor Bolt (Costs 2 Actions). The guardian uses Anchoring Lance against one target it can see.
1st level
Detect MagicDivination The guardian can cast Detect Magic at will, requiring no components.
2nd level
Misty StepConjuration The guardian can cast Misty Step 3/day, teleporting instead of moving normally for that moment.
3rd level
Dispel MagicAbjuration The guardian can cast Dispel Magic 1/day, using Constitution as its spellcasting ability, DC 16.
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