Shadowbound Guardian - AI-generated fantasy Monster

Shadowbound Guardian

The Shadowbound Guardian was first built to protect a covenant of sigils that kept competing magics in balance. When the covenant was betrayed, the warding ritual did not fail cleanly. Instead, the guardian absorbed the collapse, binding its loyalty to the remains of the broken oath. It now serves as both jailer and mourner, defending the shards not out of malice, but because it believes harmony can still be restored if nothing else is allowed to touch them.

LargeConstruct(Construct, guardian)CR CR 9Lawful Neutral

Shadowbound Guardian

bossguardianshadowcrystalsigilconstructsolo encounterquest monster
HP152AC18SPD30 ft., climb 20 ft.CR9 (5,000 XP)ArcanaInsightPerceptionStealth
STR
14
DEX
16
save
CON
20
save
INT
14
WIS
15
save
CHA
12
save
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Umbral Step. The guardian can move through a space as narrow as 1 inch wide without squeezing, provided it is made of shadow or dim magical light.
Shatterguard Aura. Creatures of the guardian's choice that start their turn within 10 feet of it must succeed on a Wisdom saving throw or have their speed reduced to 0 until the start of their next turn. A creature that succeeds is immune to this aura until the start of its next turn.
Shadowed Sentinel. When the guardian is in dim light or darkness, it can take the Hide action as a bonus action.
Magic Weapons. The guardian's weapon attacks are magical.
Umbral Halberd. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () necrotic damage plus 9 () force damage. If the target is concentrating, it has disadvantage on the concentration check caused by this attack.
Shard Lance. Ranged Spell Attack: to hit, range 90 ft., one creature. Hit: 18 () necrotic damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Sigil Pull. The guardian targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be pulled up to 20 feet straight toward the guardian and take 13 () psychic damage. On a success, the target takes half damage and is not pulled.
Shard Deflection. When the guardian is hit by an attack it can see, it gains a bonus to AC against that attack, potentially causing it to miss. If the attack misses, the attacker takes 5 force damage.
Umbral Step. The guardian moves up to half its speed without provoking opportunity attacks. If it ends this movement in dim light or darkness, it becomes lightly obscured until the start of its next turn.
Shardburst (Costs 2 Actions). The guardian causes a burst of cracked sigil energy at a point it can see within 60 feet. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 10 () force damage and 10 () necrotic damage on a failed save, or half as much damage on a success.
Cantrips
Innate SpellcastingConjuration The guardian can cast the following spells without material components, using Wisdom as its spellcasting ability, spell save DC 16, +8 to hit with spell attacks.
Detect MagicDivination At will: darkness, detect magic, mage hand, minor illusion
3rd level
Mirror ImageIllusion 3/day each: counterspell, dispel magic, mirror image
4th level
BanishmentAbjuration 1/day each: banishment, wall of force
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