Maramorian Guardian (5e Creature)

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Maramorian Guardian[edit]

Large monstrosity, lawful neutral


Armor Class 17 (natural armour, shield)
Hit Points 189 (18d10 + 90)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Con +9, Wis +8, Cha +8
Skills Athletics +9, Insight +8, Perception +8, Stealth +10
Proficiency Bonus +4
Damage Resistances fire, necrotic
Senses darkvision 60 ft., passive Perception 18
Languages Common, Ignan, Maramorian
Challenge 10 (5,900 XP)


Angelic Weapons. The maramorian's weapon attacks are magical. When the maramorian hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Desert Camouflage. The maramorian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

ACTIONS

Multiattack. The maramorian makes three melee attacks or two ranged attacks.

Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, plus 4 (1d8) radiant damage.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage, plus 4 (1d8) radiant damage.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage, plus 4 (1d8) radiant damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

REACTIONS

Parry. The maramorian adds 4 to its AC against one melee attack that would hit it. To do so, the maramorian must see the attacker and be wielding a melee weapon.

While many maramorian warriors aspire to become arbiters and protect their people, others think higher of the ideals of the valkors, to strike down evildoers. These maramorians become guardians, wielding shields like the valkors they idolise, and have the ability to imbue their weapons with weak magic.

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