Shield Guardian · CR 7
Type: Construct · Size: Large · Grade: High (capacity 1,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Arcana Steel | Metal, Unique | Supreme | 10,000 | Smith’s Tools or Tinker’s Tools 25 | heavy · 1 | Force, Lightning, Thunder | Acid |
| Construct Oil | Oil | Low | 10 | Smith’s Tools or Tinker’s Tools 10 | light · 20 | Radiant | – |
| Crystal Core | Gemstone, Unique | Supreme | 10,000 | Arcana 25 | heavy · 1 | Force, Thunder | – |
| Scrap Metal | Metal | Low | 10 | Smith’s Tools or Tinker’s Tools 10 | heavy · 1 | Acid, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Part descriptions
Arcana Steel
Blue-grey metal full of transmutation, the stuff that makes objects move on their own.
Good for: animated objects (excellent fit), e.g. a dancing sword.
Crystal Core
A humming pale-blue crystal from deep in a shield guardian’s chest or head – its power source.
Good for: spell-storing items (good fit), e.g. a ring of spell storing.
Statblock
Shield Guardian – SRD 5.2
Large Construct, Unaligned
AC 17 · HP 142 (15d10 + 60) · Speed 30 ft.
Score Save Score Save STR 18 (+4) +4 INT 7 (−2) −2 DEX 8 (−1) −1 WIS 10 (+0) +0 CON 18 (+4) +4 CHA 3 (−4) −4 Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Blindsight 10 ft.; Passive Perception 10
Languages Understands commands given in any language but can’t speak
CR 7 (XP 2,900; PB +3)
Traits
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (round up) is transferred to the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.
Actions
Multiattack. The guardian makes two Fist attacks.
Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage.
Reactions
Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 135); SRD 5.1 (size) – part descriptions rewritten in our own words.