Shard-Fed Guardian - AI-generated fantasy Monster

Shard-Fed Guardian

The Shard-Fed Guardian was built to defend a magical crystal shipment during the first dawn of a long-forgotten war. Each shard implanted into its body amplifies its strength, but also makes it increasingly sensitive to threats against the crate. Some scholars believe the guardian is not merely animated stone, but the preserved will of a soldier who died protecting the original shipment.

LargeConstruct(Construct)CR Challenge Rating 6Unaligned

Shard-Fed Guardian

constructguardiancrystaldesertbruisershard cratedawn assault
HP114AC17SPD30 ft.CR6 (2,300 XP)AthleticsPerception
STR
19
save
DEX
12
CON
18
save
INT
6
WIS
10
CHA
6
Shard Resonance. The guardian has advantage on saving throws against effects that would knock it prone or move it against its will. It also has advantage on ability checks and saving throws made to resist being disarmed.
Multiattack. The guardian makes two Slam attacks.
Resonant Fracture. The guardian's body is reinforced with magical crystal. Whenever it takes thunder damage, it cannot use Resonant Intercept until the end of its next turn. If it is within 30 feet of the shard crate, it has advantage on saving throws against being charmed or frightened.
Constructed Endurance. The guardian does not need to breathe, eat, drink, or sleep.
Multiattack. The guardian makes two Slam attacks.
Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage plus 4 () force damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet.
Sand Surge. The guardian erupts with razor-edged crystal grit. Each creature within 15 feet of the guardian must make a Dexterity saving throw, taking 18 () slashing damage on a failed save, or half as much damage on a successful one. The area within 15 feet of the guardian becomes difficult terrain until the end of the guardian's next turn.
Resonant Intercept. When a creature the guardian can see within 10 feet moves willingly, the guardian makes one Slam attack against that creature. On a hit, the attack deals normal damage, and the creature's speed becomes 0 until the end of the current turn.
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