Corrupted Guardian

Medium celestial, chaotic evil

Armor Class

19 (natural armor, shield)

Hit Points

119 (14d8 + 56)

Speed

30 ft., fly 90 ft.

STR

18 (+4)

DEX

14 (+2)

CON

18 (+4)

INT

16 (+3)

WIS

20 (+5)

CHA

16 (+3)

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhausted, frightened

Senses

darkvision 120ft., passive Perception 19

Saving Throws

Wis +9, Cha +7

Skills

Athletics +8, Perception +9

Languages

all, telepathy 120 ft.

Challenge

9 (5,000 XP)

Disabling Strikes. The guardian’s weapons are magical. When the guardian hits with any weapon, the weapon deals an extra 2d8 necrotic damage and the target must succeed on a DC 15 Constitution saving throw or the next weapon or spell attack it makes is made at disadvantage (included in the attack).

Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The guardian makes three melee attacks: two with its flail and one with its shield crush.

Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) necrotic damage and the target must succeed on a DC 15 Constitution saving throw or the next weapon or spell attack it makes is made at disadvantage.

Shield Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet and knocked prone.

Rapid Assault (Recharge 5-6). The guardian makes four flail attacks against a single target with disadvantage.

Reactions

Shield Wall (2/Day). The guardian raises its shield and projects an ethereal barrier of energy against a ranged spell or weapon attack that it can see. That attack deals no damage. This ability does not work on spells of 5th level or higher.

medium
celestial
cr9
nerzugals-extended-bestiary