Iron Guard (5e Creature)
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Large construct, neutral
Saving Throws Strength and Constitution
Bound. An Iron Guard is forced to serve the bearer of it’s amulet. The Iron Guard and its master can both sense each other no matter where they are, and can communicate telepathically to each other no matter where they are.
Immutable Form. An Iron Guard is immune to any spell or force that would change it’s form. This effect is bypassed by the Iron Guard’s amulet bearer.
Magic Infused. The Iron Guard’s attacks count as magical for the sake of bypassing resistances, and the Iron Guard’s innate spells can only be suppressed by the Wish spell.
War Born. The Iron Guard’s attacks bypass resistances.
Eye of The Master. The master of an Iron Guard can use their action to see through the eye of an Iron Guard, as if viewing through an Arcane Eye. That person can also cast spells through the Iron Guard while doing this, taking up spell slots as normal. The person who does this cannot cast spells from himself while doing this.
Eye of Petrification. Anyone who can see the eyes of an Iron Guard who are jot Allied with the Iron Guard’s master must succeed on a DC 20 Constitution check or become petrified until the Iron Guard’s master releases the creature. The petrified creature can make the save every 10 minutes. Anyone who succeeds on the saving throw becomes immune to this effect from that Iron Guard for 24 hours. This can also be undone with a Greater Restoration spell or higher form of magic. This effect can also be turned off by the Guard’s master.
Accessories. Some Iron Guards come with mundane or magical shields, from the +1 types and +3 types. If you choose that an Iron Guard has such an item, increase it’s armor class by the appropriate amount. Some Iron Guards also come with different weapons. If this is the case, simply switch the damage type for the “Adamantine War Hammer” attack from bludgeoning to a damage of the appropriate attack. Finally, some Iron Guards can cast spells. These guards have a CR of 28, have 300 hit points, and have all the spellcasting traits of an archmage.
Adamantine War Hammer. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (5d10) bludgeoning + 13 (1d12 + 8) force damage.
Iron Smash. Ranged Magic Attack:’’ +15 to hit, reach 60 ft., ten targets. ‘’Hit:’’ 23 (3d12 + 4) force damage. All creatures that are hit by this attack must succeed on a DC 25 Dexterity or Strength saving throw or fall prone.
Poison Gas (Recharge 6). Ranged Magic Attack:’’ +15 to hit, reach 60 ft., unlimited targets. ‘’Hit:’’ Everyone within 60 ft of the Iron Guard that is not a construct or undead takes 27 (3d12 + 6) poison and 14 (2d10 + 5) acid damage, and everyone effected must make a DC 22 Constitution saving throw or become poisoned for 12 hours, and constructs and undead still take the acid damage.
Whenever a creature scores a melee hit against an Iron Guard, the Iron Guard can attack that same creature, as long as the creature is within line of sight.
Back when The Syndicate was still an empire, their greatest wizards and artificers created guards for the nobility of this empire. They appeared as a set of plate armor, but made of shining adamantine, their eyes could petrify those who stared into them, and they could release a potent gas like an iron golem. These “Iron Guards” were all bound to an amulet. For certain people, such as the Emperor himself, had an amulet that controlled several of them. There are manuals to create them, but are increasingly rare. The Syndicate pays large sums of money for such manuals, amulets, and Iron Guards.