Shield Guardian

From Elwindil
Revision as of 15:22, 7 February 2021 by DungeonMaster (talk | contribs)
Jump to navigation Jump to search


Creature: Shield Guardian
Size/Type Large/Construct
Hit Dice 15d10+30 (112 HP)
Initiative +0
Speed 30 ft.
Armor Class 24 (10 +3 Dex, +15 Natural, +0 Armor AC, +0 Shield AC), 24 Flat Footed, 9 Touch AC
Base Attack/Grapple 11/+15
Attack
Full Attack 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach 5 ft./5 ft.
Special Attacks Frightful Presence 60 ft., Voices of the Deep
Special Qualities Darkvision 120 ft., Amphibious
Saves Fort +8, Ref +7, Will +6
Abilities STR 8, DEX 10, CON 11, INT 11, WIS 10, CHA 8
Skills Listen +6, Spot +6, Stealth +10
Feats Alertness, Toughness, Track
Environment Ocean Waters
Organization Solitary or Troop (5-8)
Challenge Rating 3
Treasure none
Alignment Neutral Evil
Advancement
Level Adjustment
Notes Frightful Presence (Su)

Drowned Ones can inspire terror by their very appearance. Affected creatures must succeed on a DC 13 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Drowned One. The save DC is Charisma-based.

Voices of the Deep (Su) As soon as a deep one spots an enemy, they raise their voices in a cacophonous, croaking language as a free action. All creatures (other than Deep Ones) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a Confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same Drowned One’s voice of the deep for 24 hours. The save DC is Charisma-based.

Amphibious (Ex) Although Drowned Ones are aquatic, they can survive indefinitely on land.


Combat

Drowned Ones are aware of the eldritch horror they provoke in humanoid races and will raise their Voices of the Deep as soon as they see a threat. It draws attention to their presence, which provokes its Frightful Presence, as well (though it is a passive ability). Drowned Ones attack first with nets to entangle their opponents, hoping to drag them away to the water. If confronted, they will attack with tridents or short swords.