Reliquary Guardian
Large construct, lawful evil
Armor Class
19 (natural armor)
Hit Points
170 (20d10 + 60)
Speed
30 ft., fly 60 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
17 (+3)
CHA
21 (+5)
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 17
Skills
Perception +7
Languages
speaks and understands the languages of its creator
Challenge
12 (8,400 XP)
Divine Blessing. The reliquary guardian deals an additional 14 (4d6) damage with its weapon attacks, included below. This damage is either radiant, if lawfully aligned, or necrotic, if chaotically aligned.
Immutable Form. The reliquary guardian is immune to any spell or effect that would alter its form.
Innate Spellcasting. The reliquary guardian’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
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At will: chill touch (17th level, if chaotically aligned), protection from evil and good, sacred flame (17th level, if lawfully aligned)
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3/day each: lightning bolt, flame strike (deals necrotic instead of radiant if chaotically aligned), spirit guardians, spiritual weapon
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1/day each: commune, dispel evil and good, dispel magic
Magic Resistance. The reliquary guardian has advantage on saving throws against spells and other magical effects.
Magic Weapons. The reliquary guardian’s weapon attacks are magical.
Actions
Multiattack. The reliquary guardian makes two attacks with either its greatsword or its slam attack.
Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage and 14 (4d6) necrotic or radiant damage.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage and 14 (4d6) necrotic or radiant damage.
Pronouncement (1/day). All creatures within 120 feet of the reliquary guardian that can hear it must succeed on a DC 17 Wisdom saving throw. On a failed saving throw, the target takes 66 (12d10) thunder damage and is stunned for 1 minute. On a successful saving throw, the target takes half damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.