Tomb Guardian
Large construct, unaligned
Armor Class
13 (natural armor)
Hit Points
114 (12d10 + 48)
Speed
30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
4 (-3)
WIS
6 (-2)
CHA
1 (-5)
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60ft., passive Perception 8
Languages
understands the languages of its creator but can’t speak
Challenge
6 (2,300 XP)
Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spell and other magical effects.
Magic Weapons. The guardian’s weapon attacks are magical.
Bound Regeneration. The guardian is bound to an item or set of items within the tomb it guards. At the beginning of the guardian’s turn, it regains 10 hit points as long as that item is not destroyed. This regeneration continues even after the guardian is reduced to 0 hit points and it can only be permanently killed when this item (or these items) have been removed.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Debris Toss. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Legendary Actions
The guardian can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The guardian regains spent legendary actions at the start of its turn.
Pummel. The guardian makes a slam attack.
Spark of Power. A spark of energy lashes out from the item to which the guardian is bound. Target creature within 10 feet of that item must make a DC 15 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Lair Actions
On initiative count 20 (losing initiative ties), the guardian takes a lair action to cause one of the following effects; the guardian can’t use the same effect two rounds in a row:
- Poisonous gas floods out of a crack in the floor or ceiling and fills a 20 foot cube at a point it can see within 120 feet. Any creature that starts its turn within this cloud of gas or enters it for the first time on a turn must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. This cloud persists for one minute or until dispersed by a powerful wind.
- A bloated corpse within the room rises from the dead and begins to shamble towards the nearest hostile creature. This zombie moves 25 feet per round, moving on initiative count 20 (losing initiative ties). This zombie his 15 hit points and AC 10. When the zombie reaches a target or is reduced to 0 hit points, it swells and then explodes in a gruesome wave of putrid organs and bile. Each creature within 5 feet of the zombie must make a DC 15 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or have as much damage on a successful one.
- The spirits of the dead rise to haunt a creature within 120 feet that the guardian can see. That creature must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn. While frightened, that creature’s movement speed is reduced to 0.