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.