Shield Guardian [1/2]Construct · CR 7
Shield Guardian [1/2]Large Construct, Unaligned
STR18+4DEX8-1CON18+4INT7-2WIS10+0CHA3-4
AC17HP142CR7SPD30 ft.
TRAITS
Bound

The guardian is magically bound to an amulet. While 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, half of any damage the wearer takes (round up) is transferred to the guardian.

Regeneration

The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Shield Guardian [2/2]Construct · CR 7
Shield Guardian [2/2]Large Construct, Unaligned
TRAITS (cont.)
Spell Storing

A spellcaster who wears the guardian’s amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.

ACTIONS
Multiattack

The guardian makes two Fist attacks.

Fist

Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage.

REACTIONS
Protection

Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.

Shield Guardian [1/3]
Large Construct, Unaligned
7
17Armor Class
142Hit Points
30 ft.Speed
STR18+4
DEX8-1
CON18+4
INT7-2
WIS10+0
CHA3-4

Initiative. -1

Senses. Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10

Immunities. Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Languages. Understands commands given in any language but can’t speak

Traits

Bound. The guardian is magically bound to an amulet. While 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, half of any damage the wearer takes (round up) is transferred to the guardian.

Construct
Monster card
Shield Guardian [2/3]
Large Construct, Unaligned
7
17Armor Class
142Hit Points
30 ft.Speed
STR18+4
DEX8-1
CON18+4
INT7-2
WIS10+0
CHA3-4

Traits (cont.)

Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Spell Storing. A spellcaster who wears the guardian’s amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.

Actions

Multiattack. The guardian makes two Fist attacks.

Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4)

Construct
Monster card
Shield Guardian [3/3]
Large Construct, Unaligned
7
17Armor Class
142Hit Points
30 ft.Speed
STR18+4
DEX8-1
CON18+4
INT7-2
WIS10+0
CHA3-4

Actions (cont.)

Bludgeoning damage plus 7 (2d6) Force damage.

Reactions

Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.

Construct
Monster card

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Shield Guardian — printable monster card

Large Construct, Unaligned

  • CR 7
  • Construct
  • Large

Full stat block

Armor Class
17
Hit Points
142
Initiative
-1
Speed
30 ft.
Senses
Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10
Immunities
Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Languages
Understands commands given in any language but can’t speak
Challenge Rating
7 (2,900 XP)
Proficiency bonus
+3
Ability scores
STR DEX CON INT WIS CHA
18 +4 8 -1 18 +4 7 -2 10 +0 3 -4

Traits

Bound. The guardian is magically bound to an amulet. While 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, half of any damage the wearer takes (round up) is transferred to the guardian.

Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Spell Storing. A spellcaster who wears the guardian’s amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.

Actions

Multiattack. The guardian makes two Fist attacks.

Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage.

Reactions

Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.

See also