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Guardian 2014

CR 4 humanoid

Large humanoid, Neutral Evil


Armor Class
15 (chain shirt)
Hit Points
110 (13d10 + 39)
Speed
30 ft.

STR18 (+4)
DEX14 (+2)
CON16 (+3)
INT6 (-2)
WIS14 (+2)
CHA8 (-1)

Saving Throws
Strength +6, Constitution +5
Skills
Athletics +6, Perception +4
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Elvish, Umbral
Challenge
4 (1,100 XP) · Proficiency Bonus +2

Fey Ancestry.

The shadow fey guardian has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Shadow’s Vigil.

The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn’t impede the guardian’s darkvision.

Sunlight Sensitivity.

While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.

The shadow fey guardian makes two Pike or Javelin attacks.

Pike.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Javelin.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Bonus Actions

Shadow Traveler (2/Day).

While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.

Reactions

Protective Interference.

When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon.

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details