Selune Vault Guard | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Selune Vault Guard

Huge construct, any
Armor Class: 22
Hit Points: 15d20+250
Speed: 60 ft , fly: 30 ft

STR

30 +10

DEX

12 +1

CON

30 +10

INT

2 -4

WIS

16 +3

CHA

8 -1

Saving Throws: Str +14, Dex +5, Con+14
Damage Immunities: Necrotic, Poison; Bludgeoning, Piercing and Slashing from nonmagical attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Incapacitaed, Paralyzed, Petrified, Poisoned
Senses: Truesight 100ft, Darkvision 40ft

The Guard is a 10th Level Spellcaster. Its spellcasting modifier is Wisdom (Spell Save DC 15, +7 to hit with spell attacks). It has the following Artificer spells prepared:   Cantrips: Fire Bolt, Ray of Frost, Poison Spray
1st Level (4 Slots): Cure Wounds, Absorb Elements
2nd Level (3 Slots): Blur, Pyrotechnics
3rd Level (2 Slots): Haste


Unchanging Form. The Guard is immune to any spell or effect that would change its form.
Legendary Resistance (3/Day). If the Guard fails a saving throw it can choose to succeed instead.
Magical Resistance. The Guard has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Guard makes two attacks, either a Crackling Backhand or Enflamed Stomp and a Slam attack.   Crackling Backhand. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: (3d12 + 10) lightning damage.   Enflamed Stomp. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: (3d10 + 10) fire damage.   Slam. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: (3d8 + 10) bludgeoning damage.   Prismatic Beam. The Guards internal crystal unleashes energy in a 60-foot line. Each creature in that area must make a DC 18 Dexterity saving throw, taking 40 (10d8) damage on a failed save, or half as much damage on a successful one. The damage is determined by rolling a d6:

  1. Acid
  2. Cold
  3. Fire
  4. Lightning
  5. Necrotic
  6. Poison

Legendary Actions

The Guard can take 3 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 Guard regains spent legendary actions at the start of their turn.  

  • Slam Attack. The Guard makes a slam attack.
  • Of Sparks and Embers (Costs 2 Actions). The Guard can make either its Crackling Backhand or Enflamed Stomp attack.

Lair Actions

On initiative count 20 (losing initiative ties), the Guard can take a lair action to cause one of the following magical effects; the Guard can’t use the same effect two rounds in a row:  

  • The Guard can choose one of the three turrets in the room with it, that turret then targets one creature it can see within 100ft and makes the following attack:
  • Autofire. Ranged Weapon Attack: +10 to hit, range 60/100 ft., one target. Hit: 28 (6d6+10) piercing damage.
  • The Guard can cause all 6 Gems in the room to recharge, resetting the charges and negative/positive effects that can be dealt from them. In doing so the Guard regains half its maximum health, then a quarter, then an eighth, and then not be used again.

A large almost square room with rubble and large cylindrical pillars Around the room are 6 large clumps of crystals, which react when certain magic is cast on them. Some have positive effects some have negative effects:

  • Purple - Psychic: Stun the Boss for one round (works once)
  • Gold - Thunder: Knocks boss prone (works once) lightning: blinds the party for one turn
  • White - Radiant: removes the bosses Prismatic Beam ability for 1d4 turns
  • Orange - Fire: weakens the boss, so next successful hit counts as a critical (works once) cold: the next attack against the boss if resisted
  • Blue - Cold: slows the boss for one turn (works 3 times)
  • Black - Necrotic: the next attack against the boss heals half the damage back on the person who landed the attack (works 2 times)

A huge mechanised construct, built to be the protector of the Vault of Selune, and Guard the artefact within: the Heptagonal Blade.   The construct is built from a mixture of bronzed, iron and steel, with thick plates over its major body parts and joints.

Created by

JoebiWanKenobi316.

Statblock Type

Monster

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