Guardian of the Eastern Dawn (5e Creature)

From D&D Wiki

Jump to: navigation, search

Guardian of the Eastern Dawn[edit]

Huge construct, neutral


Armor Class 22 (atural armor)
Hit Points 294 (1d12)
Speed 30 ft., fly 50 ft.


STR DEX CON INT WIS CHA
20 (+5) 26 (+8) 24 (+7) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +5, Dex +10, Con +8
Damage Vulnerabilities Magical Bludgeoning
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, Psychic, Necrotic
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses truesight 60 ft., passive Perception 10
Languages understands Common but can't speak, telepathy 300 ft.
Challenge 21 (33,000 XP)


Magic Resistance, Magic Weapons, Legendary Resistance

Stone Body Dawn has advantage on all Strength and Constitution checks and saves

Magic Shroud Can willfully end all magical effects affecting either herself or the Guardian of the Western Dusk 5 times a day. Spells cast below the 3rd level have no effect on Dawn.

ACTIONS

Multi-Attack Dawn makes 2 ranged attacks and then can choose any third action.

Claws Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) slashing damage.

Banished Rock Ranged Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 15 (1d12 + 8) bludgeoning damage.

Tail Swipe Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) damtype damage.

Collection Orbs Magic Attack: reach 60 ft., 3x3 area. Hit: 6 (1d10 + 1d10 every round) Force damage. Dawn expels 3 purplish orbs to random locations within range. The orbs may be destroyed by attacking them. They have a ranged ac of 16, attacking them in melee results in an automatic hit. When destroyed, they exploded dealing damage in a 3x3 area, affecting all creatures and forcing all objects not attached securely to be thrown 20 ft. They last for 3 rounds, successively getting denser and deal 1d10 more damage each round. At the start of Dawns turn after 3 rounds have passed, they return to her healing for 40 hp per orb. If magic is used to attempt to destroy the orbs, it will instead give the orb 1 charge, causing it to return to Dawn pre-maturely.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

1 action - Claw Attack

2 actions - Move Speed (May move without inciting attack of opportunity)

2 actions - Cancel Magical Effect (Magic Shroud)

The Guardian of the Eastern Dawn is a lithe construct of solid granite. Distinctly feminine and given a viscous visage, she is the terror or many who would seek to cause trouble during her vigil. She easily takes to the air and is surprisingly nimble and mobile.

gargoyle_color.jpg
https://www.bonanza.com/items/like/259370771/Custom-Conjured-Gargoyle-Male-or-Female-Guardians-of-Power-Lifeforce-Magick

The Guardian of the Eastern Dawn was created as a defender of the new day, an effigy of rebirth, protection and light. She protects the citadel from the various creatures of the night and those who would seek to bring conflict into her domain.

In combat, she will prefer to stay airborne and throw ranged attacks, only using the Collection Orbs to heal when below half her health. She will only use her Claw and Tail attacks when in desperate need. She acts in support of her counterpart, the Guardian of the Western Dusk. Dawn is active from sunset to sunrise each day, however, she may stay active for longer if engaged in a fight, but her energy will be rapidly drained with the awakening of Dusk.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: