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Guardian

Large · Humanoid · CR 4 · Neutral Evil

Armor Class
15 (chain shirt)
Hit Points and Hit Dice
110 (13d10 + 39)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
14
+2
CON
16
+3
INT
6
-2
WIS
14
+2
CHA
8
-1

Overview

Category Monsters
Size Large
Type Humanoid
Alignment Neutral Evil
XP 1100
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Strength +6 Constitution +5

Skills

Athletics +6 Perception +4

Languages

Common, Elvish, Umbral

Resistances & Immunities

Condition Immunities
charmed, frightened

Traits

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

Javelin

+6 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Multiattack

The shadow fey guardian makes two Pike or Javelin attacks.

Pike

+6 to hit, reach 10 ft (3 m). Hit: 2d10+4 piercing damage.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 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.

About Guardian

Guardian is a large humanoid with a Challenge Rating of 4. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 110 hit points (derived from 13d10 + 39).

Guardian has communication capabilities including Common, Elvish, Umbral. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Guardian

2 tips available

When using Guardian in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Guardian

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Guardian?
Guardian has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Guardian?
Guardian is a Large Humanoid, which affects how certain spells and abilities interact with it.
What languages does Guardian speak?
Guardian can communicate in Common, Elvish, Umbral.

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