Construct Crafter's Guardian Construct
Construct Crafter Artificers have the ability to create a construct that acts as their personal body guard, choosing from three total body types and three total materials. These options determine the statistics of the construct, as shown in the following stat blocks.
The Flying Construct Guardian body type and Metal material type is only available for artificers that are 7th level or above.
Bipedal Construct Guardian
Medium Construct, Unaligned
Armour Class: 13 (Flesh material), 15 (Stone material), 17 (Metal material) (natural armour)
Hit Points: [5 x your artificer level + your Intelligence modifier + 2] (Flesh Material), [6 x your artificer level + your Intelligence modifier + 2] (Stone Material), [7 x your artificer level + your Intelligence modifier + 2] (Metal Material) (a number of d8 hit dice equal to your artificer level)
Speed: 30 ft
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 14 (+2) | 4 (-3) | 10 (+0) | 3 (-4) |
Saving throws: The guardian adds your proficiency bonus to Strength and Constitution saving throws.
Skills: The Construct Guardian adds your proficiency bonus to Strength (Athletics) checks.
Damage Immunities: Poison.
Condition Immunities: Charmed, Exhaustion, Poisoned.
Languages: Understands the languages you do but cannot speak.
Anti-magic Susceptibility: The construct guardian is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster's spell save DC or become paralysed and have its speed reduced to 0 for 1 minute.
Charges: The guardian has a number of charges equal to double your Intelligence modifier (minimum of 1). These charges are used for a number of features in the Construct Guardian stat block. As an action, you can touch your Construct Guardian and expend spell slots to restore expended charges equal to the spell slot’s level. You aren’t limited to the number of times you can restore charges in this way. These charges act like charges a magical item would have and can be restored with similar features that interact with magic item charges.
Intricate Hands: The guardian can wield and use weapons you are proficient in. It uses your Intelligence modifier for any attack rolls or damage rolls it makes using weapons.
Long Limbs (Stone material only): The guardian’s melee attack and touch reach is extended by 5ft when using weapons without the heavy or reach property.
Magic Weapons: The construct guardian’s attacks are magical.
Siege Guardian (Metal material only): The guardian deals double damage to objects and structures.
Vigilant: The construct guardian cannot be surprised.
Berserk Movement (Flesh material only): As a reaction to taking damage, the guardian expend 1 charge can move up to half its movement without provoking opportunity attacks, and it can make a melee attack at an enemy it can see within reach.
Dash: When the guardian takes the Dash action, the guardian gains additional movement equal to its speed for the rest of the turn.
Disengage: When the guardian takes the Disengage action, its movement doesn't provoke opportunity attacks for the rest of the turn.
Guardian Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + your Intelligence modifier bludgeoning damage.
Self-Repair: As an action, the guardian can expend 2 charges to cause the magical mechanisms inside itself to restore 2d8 + your Intelligence modifier hit points to itself.
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Quadrupedal Construct Guardian
Medium or Large Construct, Unaligned
Armour Class: 13 (Flesh material), 15 (Stone material), 17 (Metal material) (natural armour)
Hit Points: [5 x your artificer level + your Intelligence modifier + 2] (Flesh Material), [6 x your artificer level + your Intelligence modifier + 2] (Stone Material), [7 x your artificer level + your Intelligence modifier + 2] (Metal Material) (a number of d8 hit dice equal to your artificer level)
Speed: 40ft, 40ft Climb
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 14 (+2) | 4 (-3) | 10 (+0) | 3 (-4) |
Saving throws: The guardian adds your proficiency bonus to Strength and Constitution saving throws.
Skills: The Construct Guardian adds your proficiency bonus to Strength (Athletics) checks.
Damage Immunities: Poison.
Condition Immunities: Charmed, Exhaustion, Poisoned.
Languages: Understands the languages you do but cannot speak.
Anti-magic Susceptibility: The construct guardian is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster's spell save DC or become paralysed and have its speed reduced to 0 for 1 minute.
Charges: The guardian has a number of charges equal to double your Intelligence modifier (minimum of 1). These charges are used for a number of features in the Construct Guardian stat block. As an action, you can touch your Construct Guardian and expend spell slots to restore expended charges equal to the spell slot’s level. You aren’t limited to the number of times you can restore charges in this way. These charges act like charges a magical item would have and can be restored with similar features that interact with magic item charges.
Long Limbs (Stone material only): The guardian’s melee attack and touch reach is extended by 5ft.
Magic Weapons: The construct guardian’s attacks are magical.
Quadrupedal Size: If the guardian’s size is large on creation, its guardian slam attack deals an additional 1d6 damage, it gains a +2 bonus to Strength (Athletics) checks, and it gains additional hit points equal to your artificer’s level.
Siege Guardian (Metal material only): The guardian deals double damage to objects and structures.
Vigilant: The construct guardian cannot be surprised.
Berserk Movement (Flesh material only): As a reaction to taking damage, the guardian expend 1 charge can move up to half its movement without provoking opportunity attacks, and it can make a melee attack at an enemy it can see within reach.
Dash: When the guardian takes the Dash action, the guardian gains additional movement equal to its speed for the rest of the turn.
Disengage: When the guardian takes the Disengage action, its movement doesn't provoke opportunity attacks for the rest of the turn.
Guardian Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + your Intelligence modifier bludgeoning damage.
Self-Repair: As an action, the guardian can expend 2 charges to cause the magical mechanisms inside itself to restore 2d8 + your Intelligence modifier hit points to itself.
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Flying Construct Guardian
Medium Construct, Unaligned
Armour Class: 13 (Flesh material), 15 (Stone material), 17 (Metal material) (natural armour)
Hit Points: 5 x your artificer level + your Intelligence modifier + 2 (Flesh Material), 6 x your artificer level + your Intelligence modifier + 2 (Stone Material), 7 x your artificer level + your Intelligence modifier + 2 (Metal Material) (a number of hit dice (d8s) equal to your artificer level)
Speed: 0ft, 30ft Fly (hover)
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 14 (+2) | 4 (-3) | 10 (+0) | 3 (-4) |
Saving throws: The guardian adds your proficiency bonus to Dexterity and Constitution saving throws.
Damage Immunities: Poison.
Condition Immunities: Charmed, Exhaustion, Poisoned, Prone.
Languages: Understands the languages you do but cannot speak.
Anti-magic Susceptibility: The construct guardian is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster's spell save DC or become paralysed and have its speed reduced to 0 for 1 minute.
Charges: The guardian has a number of charges equal to double your Intelligence modifier (minimum of 1). These charges are used for a number of features in the Construct Guardian stat block. As an action, you can touch your Construct Guardian and expend spell slots to restore expended charges equal to the spell slot’s level. You aren’t limited to the number of times you can restore charges in this way. These charges act like charges a magical item would have and can be restored with similar features that interact with magic item charges.
Long Limbs (Stone material only): The guardian’s melee attack and touch reach is extended by 5ft.
Magic Weapons: The construct guardian’s attacks are magical.
Siege Guardian (Metal material only): The guardian deals double damage to objects and structures.
Vigilant: The construct guardian cannot be surprised.
Berserk Movement (Flesh material only): As a reaction to taking damage, the guardian expend 1 charge can move up to half its movement without provoking opportunity attacks, and it can make a melee attack at an enemy it can see within reach.
Dash: When the guardian takes the Dash action, the guardian gains additional movement equal to its speed for the rest of the turn.
Disengage: When the guardian takes the Disengage action, its movement doesn't provoke opportunity attacks for the rest of the turn.
Guardian Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your Intelligence modifier bludgeoning damage.
Self-Repair: As an action, the guardian can expend 2 charges to cause the magical mechanisms inside itself to restore 2d8 + your Intelligence modifier hit points to itself.

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