Shattered Ward Construct - AI-generated fantasy Monster

Shattered Ward Construct

The Shattered Ward Construct was not designed for war. It was meant to preserve order during council proceedings, keeping sacred boundaries intact while the Last Sigil was being debated, transferred, or hidden. When the council betrayed itself, the chamber's protective wards were broken in the violence. The construct was rebuilt from the surviving fragments, but the spell that animated it never learned the difference between protection and punishment. It now treats every breach, every raised voice, and every broken seal as a capital offense.

LargeConstruct(Ward guardian)CR CR 7 equivalentUnaligned

Shattered Ward Construct

constructguardianarcanebossanti-castercouncil
HP127AC17SPD30 ft.CRCR 7 equivalentArcanaPerception
STR
22
DEX
12
CON
20
save
INT
14
WIS
10
save
CHA
8
save
Broken but Unbowed. The construct is immune to any spell or effect that would alter its form, steal its movement, or impose sleep. If a spell would restrain it, it instead takes 5 force damage at the start of its next turn and ignores the restraint unless the effect is magical and originated from a spell of 4th level or higher.
Spell-Reactant Core. The first time each round the construct takes damage from a spell, it gains 5 temporary hit points and its next weapon attack before the end of its next turn deals an extra 4 () force damage.
Shard Step. The construct can move through the space of a Large or smaller creature as though it were difficult terrain. The first time it enters a creature's space on a turn, that creature must succeed on a Dexterity saving throw or take 7 () force damage.
Shattered Blade. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 17 () slashing damage plus 7 () force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet and knocked prone if it is Large or smaller.
Sigil Lance. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 18 () force damage, and the target cannot take reactions until the start of its next turn.
Ward Fracture. The construct emits a splintering pulse in a 20-foot radius centered on itself. Each creature of the construct's choice in that area must make a Dexterity saving throw, taking 18 () force damage and 9 () thunder damage on a failed save, or half as much damage on a successful one. Nonmagical, unattended objects in the area take maximum damage from the pulse.
Shard Deflection. When a creature the construct can see hits it with a melee attack, the construct reduces the damage by 10, as fragments of its body flash into place to absorb the blow. The attacker takes 3 () force damage as a razor shard snaps back into its frame.
Cantrips
Innate Spellcastinguniversal The construct's magic is innate and does not require components. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately: at will - detect magic, mage hand; 3/day each - shield, mirror image; 1/day each - dispel magic, counterspell.
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