Matrix Guardian (5e Creature)

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Matrix Guardian[edit]

Large construct, unaligned


Armor Class 19 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 35 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 14 (+2) 9 (-1) 3 (-4)

Saving Throws Str +8, Con +8
Skills Athletics +8, Perception +3
Proficiency Bonus +4
Damage Vulnerabilities psychic
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)


Bound. The matrix guardian is magically bound to a Matrix Amulet, a greater device that can have any number of guardians bound to it. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, the wearer may choose to split damage with it. The wearer and any matrix guardians in range take a portion of the damage equal to (Damage/Number of creatures affected), rounded up. A matrix guardian can be the wearer of the amulet it is bound to, in this case, it defers to all programming designated by the amulet, including a list of persons that may take the amulet from the guardian.

Magic Weapons. The guardian's weapon attacks are magical.

Matrix Energy. At the end of the guardian's turn, it and all other guardians within 100 ft of the matrix amulet re-balance their hit points to be (Hit Point sum of guardians in range/number of active guardians in range), rounded down. If there is a destroyed guardian in range, 4d4+4 (14) points of psychic damage are dealt to the guardian before re-balancing, ignoring vulnerability. The nearest destroyed guardian then cannot cause this effect for one round.

Psychic Reliance. Matrix guardians use psychic connections with each other to make energy transfer quickened, and thus rely heavily on said connections being stable. If a guardian takes psychic damage, it must succeed on a DC (6+half of damage taken) Wisdom saving throw, or be stunned until the end of its turn and cause other guardians in 60 feet to take the same saving throw. Guardians that did not take psychic damage do not cause more saving throws on failure.

Regeneration. The guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Improved Spell Storing. A spellcaster who wears the matrix amulet can cause a guardian to store one spell of 5th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when the situation arises that was predefined by the spellcaster, the guardian casts the stored spell with all parameters set by the original caster, including a range minimum, maximum, and all other necessary details, requiring no components on casting. When the spell is cast or a new spell is stored, any previously stored spell is lost. No spell that has a cost-based material component can be stored.

ACTIONS

Multiattack. The guardian makes two fist attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage.

REACTIONS

Multi-Shield. When the amulet wearer is attacked, any guardians within 10 feet of the amulet may grant a cumulative +1.5 bonus to the wearer's AC, and 9.4 temporary hit points that last until the beginning of the wearers turn, rounded to nearest whole number, per guardian that uses this reaction.

A heavily modified shield guardian, with metallic limbs and plates in place of the standard wood-and-stone, specialized to be used among multiple of itself. Matrix guardians are created in sets of 2 or more for the purpose of guarding specific locations or treasures.

Matrix Amulet. any matrix guardian created is made and tuned to a specific amulet. Larger and more complex than a normal master's amulet, any number of matrix guardians can be in service to a singular amulet, and is often considered the primary target of interest for any who encounter guardians without a master nearby. If the amulet is destroyed, all matrix guardians in service to it become extremely aggressive, attacking everything in sight, including other guardians, then becomes incapacitated once it no longer sees any creatures. A replacement amulet may then be created, and any incapacitated guardians(or newly created ones) automatically tune to that amulet, when within a range of 10 feet. It has AC 13, 20 hit points, which regenerate at a rate of 1 hit point at initiative 20, losing all ties, given at least 1 hit point; and immunity to poison and psychic damage, and resistance to necrotic damage. Crafting an amulet requires modifying a Shield Guardian's amulet over the course of 3 weeks, taking 4,000 gp in components, as well as a schematic. Schematics for a matrix amulet can be reverse engineered, requiring a successful DC 20 Intelligence (Arcana) check.
A matrix guardian's directives come straight from the amulet wearer, whoever it may be. If it is a matrix guardian, there is often programming left to it to protect a certain area or items from intruders.

Programmed Directives. It is very easy to introduce new programming to a matrix amulet. A matrix amulet is capable of storing up to 20 directives, often one of which is a list of non-intruders allowed to take the amulet.

Constructed Nature. A matrix guardian doesn't require air, food, drink, or sleep.

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