# Guardian *Large* *Humanoid* *Neutral Evil* - **Armor Class:** 15 (chain shirt) - **Hit Points:** 110 (13d10 + 39) - **Speed:** walk 30 ft. - **Challenge Rating:** 4 (1,100 XP) - **Source:** Tome of Beasts 2023, page 162 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 18 (+4) | 14 (+2) | 16 (+3) | 6 (-2) | 14 (+2) | 8 (-1) | - **Saving Throws**: Str +6, Con +5 - **Skills:** Athletics +6, Perception +4 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** False - **Condition Immunities:** charmed, frightened - **Senses:** darkvision 60 ft., passive Perception 14 - **Languages:** Common, Elvish, Umbral ### Special Abilities - **Fey Ancestry:** The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep. - **Shadow's Vigil:** The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn't impede the guardian's darkvision. - **Sunlight Sensitivity:** While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions - **Multiattack:** The shadow fey guardian makes two Pike or Javelin attacks. - **Pike:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. - **Javelin:** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. ### Bonus Actions - **Shadow Traveler (2/Day):** While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action. ### Reactions - **Protective Interference:** When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon.