{"name":"Guardian","cr":"10","types":"Construct","size":"Huge","languages":"","alignment":"Chaotic Neutral","description":"[h1][b]Guardian Behavior:[\/b][\/h1]\r\nGuardians have be observed to follow a simple set of rules:\r\n[br]\r\n[b]1.[\/b] Guardians will only switch targets if line of sight is broken. \r\n[br]\r\n[b]2.[\/b] Guardians only attack with their [i][b]Eye Beams[\/b][\/i]. \r\n[br]\r\n[b]3.[\/b] Guardians will attempt to maintain line of sight on their target. \r\n[br]\r\n[b]4.[\/b] Guardians will attempt to maintain their preferred distanced. \r\n[br]\r\nWhich rules take priority differ from Guardian to Guardian.\r\n[br]\r\n[br]\r\n\r\nDespite these rules being a constant in all Guardians, they are extremely unpredictable. Some Guardians actively roam fields while others wait dormant to ambush creatures that approach. Although extremely rare, Guardians can coordinate with one another.","suggestedenvironment":"","ac":"12 (natural armor)","hitpoints":"135 (18d10 + 36) [roll:18d10+36]","strength":"2","dexterity":"0","constitution":"24","intelligence":"12","wisdom":"1","charisma":"1","movement":"0","fly":"0","hover":"0","burrow":"0","swim":"0","climb":"0","senses":"passive Perception 20","skills":"Perception +10","savingthrows":"Strength +1 per leg, Dexterity +1 per leg, Constitution +6","damagevulnerabilities":"","damageresistances":"Bludgeoning, Piercing, Slashing","damageimmunities":"Psychic","conditionimmunities":"Charmed, Frightened, Paralyzed, Poisoned, Prone, Restrained, Stunned, Unconscious","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[b]Mechanical Legs:[\/b]\r\n[br]\r\nGuardians have up to 6 Mechanical Legs. Each legs has 30hp and grants, +4 Strength, +3 Dexterity, +1 AC, +10ft Movement, and +10ft Climbing Movement. Half of all damage dealt to the legs is dealt to the Guardian.\r\n[br]\r\n[b]Targeting Optic:[\/b]\r\n[br]\r\nThe Guardian's [b][i]Eye Beam[\/i][\/b] locks onto it's target with a red laser viable to all creatures. A Guardian can target any creature within 500 feet it has line of sight on. All [b][i]Eye Beams[\/i][\/b] are rolled normally.\r\n[br]\r\n[b]Vulnerable Eye:[\/b]\r\n[br]\r\nAttacks to the Guardian's eye (Critical Hits) reset its Targeting Optic, Incapacitating the Guardian until the end of its next turn.\r\n[br]\r\n[b]Active Glow:[\/b]\r\n[br]\r\nWhile Guardians are active, they glow purple, producing 30 ft of dim light around it.\r\n[br]\r\n[b]Inactive:[\/b]\r\n[br]\r\nGuardians are able to enter a dormant state. While in this state, the Guardian is indistinguishable from a Guardian corpse. Upon taking damage, the Guardian will become active again. Guardians can become active again as a free action.","actions":"[b]Eye Beam[\/b]. Ranged Weapon Attack: +4 to hit, range 30\/120\/500 ft., one target. [i]Hit[\/i]: 40 (8d8 + 10) force damage. [roll:8d8+10] The target must be a creature. The creature must succeed on a Dexterity saving throw vs the Guardian's attack roll or be hit by the Eye Beam. The creature has disadvantage on the saving throw if within 30 feet of the Guardian, and advantage if beyond 120 feet. Creatures hit are pushed 5 ft away and knocked prone.","reactions":"[b]Dormant:[\/b] Upon taking damage, the Guardian can become [b][i]Inactive[\/i][\/b]. This can only be done once per encounter.","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"498007","tabledata":"","tags":"construct,huge","isShared":"on","templateId":"21","blockId":"179690","world":"2da7cbbd-527e-4077-9c8a-e87df87df6fe","folder":""}