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# Flesh Guardian
*Medium* *Construct*
- **Armor Class:** 9
- **Hit Points:** 93 (11d8+44)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** A5e Monstrous Menagerie, page 262
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 8 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) |
- **Skills:**
- **Damage Immunities:** lightning, poison; damage from nonmagical, non-adamantine weapons
- **Condition Immunities:** charmed, fatigue, frightened, paralyzed, petrified, poisoned
- **Senses:** darkvision 60 ft., passive Perception 10
- **Languages:** understands the languages of its creator but can't speak
### Special Abilities
- **Berserk:** When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can't reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.
- **If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check:** On a success, the guardian is no longer berserk.
- **Fire Fear:** When the guardian takes fire damage, it is rattled until the end of its next turn.
- **Immutable Form:** The guardian is immune to any effect that would alter its form.
- **Lightning Absorption:** When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt.
- **Magic Resistance:** The guardian has advantage on saving throws against spells and magical effects.
- **Constructed Nature:** Guardians dont require air, sustenance, or sleep.
### Actions
- **Multiattack:** The guardian attacks twice with its slam.
- **Slam:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- **Hurl Object:** Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
- **Lightning Bolt (1/Day, While Bloodied):** An 80-foot-long 5-foot-wide lightning bolt springs from the guardians chest. Each creature in the area makes a DC 15 Dexterity saving throw taking 28 (8d6) lightning damage on a failed save or half damage on a success.