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Arcane Guardian

arcaneGuardian

A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm.

Medium undead, neutral evil


Armor Class 14

Hit Points 111 (13d8+52)

Speed 0 ft., fly 60 ft. (hover)


STR 6 (-2), DEX 18 (+4), CON 18 (+4), INT 11 (+0), WIS 16 (+3), CHA 18 (+4)


Saving Throws Dex +7, Wis +6

Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages understands the languages it knew in life but can’t speak

Challenge 6 (2,300 XP)


Incorporeal Movement. The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. The arcane guardian is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The arcane guardian has the following sorcerer spells prepared:
Cantrips (at will): acid splash, chill touch, dancing lights, minor illusion, ray of frost
1st level (4 slots): mage armor
2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): blight, ice storm
5th level (1 slot): cone of cold

Tomb Bound. The spectral guardian is bound to the area it defends. It can’t move more than 100 feet from the place it is bound to protect.

Withering Miasma. A creature that starts its turn in the spectral guardian’s space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.

Actions


Multiattack. The spectral guardian makes two spectral rend attacks.

Spectral Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 13 (2d8+4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.


Clockwork Myrmidon #1

This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations.

Clockwork myrmidon

Large construct, unaligned


Armor Class 16 (natural armor)

Hit Points 153 (18d10+54)

Speed 30 ft.


STR 20 (+5), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 10 (+0), CHA 1 (-5)


Saving Throws Str +11, Dex +5

Skills Athletics +8, Perception +6

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages understands Common but doesn’t speak it

Challenge 6 (2,300 XP)


Immutable Form. The creature is immune to any spell or effect that would alter its form.

Magic Resistance. The Clockwork Myrmidon has advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each.

Heavy Pick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 14 (2d8+5) piercing damage.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 11 (1d12+5) bludgeoning damage.

Alchemical Fireball. The clockwork myrmidon’s alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 14 Dexterity saving throw. This explosion doesn’t occur if the clockwork myrmidon has already fired its alchemical flame jet four times.

Alchemical Flame Jet (Recharge 5-6). The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 14 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.

Grease Spray (Recharge 5-6). As a bonus action, the clockwork myrmidon’s chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 14 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 14 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.


Clockwork Myrmidon #2

This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations.

Clockwork myrmidon

Large construct, unaligned


Armor Class 16 (natural armor)

Hit Points 153 (18d10+54)

Speed 30 ft.


STR 20 (+5), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 10 (+0), CHA 1 (-5)


Saving Throws Str +11, Dex +5

Skills Athletics +8, Perception +6

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages understands Common but doesn’t speak it

Challenge 6 (2,300 XP)


Immutable Form. The creature is immune to any spell or effect that would alter its form.

Magic Resistance. The Clockwork Myrmidon has advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each.

Heavy Pick. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 14 (2d8+5) piercing damage.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 11 (1d12+5) bludgeoning damage.

Alchemical Fireball. The clockwork myrmidon’s alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 14 Dexterity saving throw. This explosion doesn’t occur if the clockwork myrmidon has already fired its alchemical flame jet four times.

Alchemical Flame Jet (Recharge 5-6). The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 14 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.

Grease Spray (Recharge 5-6). As a bonus action, the clockwork myrmidon’s chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 14 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 14 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.


Cloud Giant #1

Cloud giant

Huge giant, neutral good


Armor Class 14 (natural armor)

Hit Points 200 (16d12+96)

Speed 40 ft.


STR 27 (+8), DEX 10 (+0), CON 22 (+6), INT 12 (+1), WIS 16 (+3), CHA 16 (+3)


Saving Throws Con +10, Wis +7, Cha +7

Skills Insight +7, Perception +7

Senses passive Perception 17

Languages Common, Giant

Challenge 9 (5,000 XP)


Innate Spellcasting. The giant’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Actions


Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 21 (3d8+8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60 ft./240 ft., one target.

Hit: 30 (4d10+8) bludgeoning damage.


Cloud Giant #2

Cloud giant

Huge giant, neutral good


Armor Class 14 (natural armor)

Hit Points 200 (16d12+96)

Speed 40 ft.


STR 27 (+8), DEX 10 (+0), CON 22 (+6), INT 12 (+1), WIS 16 (+3), CHA 16 (+3)


Saving Throws Con +10, Wis +7, Cha +7

Skills Insight +7, Perception +7

Senses passive Perception 17

Languages Common, Giant

Challenge 9 (5,000 XP)


Innate Spellcasting. The giant’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Actions


Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 21 (3d8+8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60 ft./240 ft., one target.

Hit: 30 (4d10+8) bludgeoning damage.


Cloud Giant #3

Cloud giant

Huge giant, neutral good


Armor Class 14 (natural armor)

Hit Points 200 (16d12+96)

Speed 40 ft.


STR 27 (+8), DEX 10 (+0), CON 22 (+6), INT 12 (+1), WIS 16 (+3), CHA 16 (+3)


Saving Throws Con +10, Wis +7, Cha +7

Skills Insight +7, Perception +7

Senses passive Perception 17

Languages Common, Giant

Challenge 9 (5,000 XP)


Innate Spellcasting. The giant’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Actions


Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 21 (3d8+8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60 ft./240 ft., one target.

Hit: 30 (4d10+8) bludgeoning damage.


Happy the Cloud Giant – QM

Male Cloud Giant Smiling One

Huge giant, chaotic neutral


Armor Class 15 (natural armor)

Hit Points 262 (21d12+126)

Speed 40 ft.


STR 26 (+8), DEX 12 (+1), CON 22 (+6), INT 15 (+2), WIS 16 (+3), CHA 17 (+3)


Saving Throws Con +10, Int +6, Cha +7

Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9

Senses passive Perception 17

Languages Common, Giant

Challenge 11 (7,200 XP)


Innate Spellcasting. The giant’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Spellcasting. The cloud giant smiling one is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cloud giant smiling one has the following bard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, vicious mockery
1st level (4 slots): cure wounds, disguise self, hideous laughter, silent image
2nd level (3 slots): invisibility, suggestion
3rd level (2 slots): major image, tongues

Actions


Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 21 (3d8+8) piercing damage. If the giant has advantage on the attack roll, the attack does an extra 14 (4d6) damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60 ft./240 ft., one target.

Hit: 30 (4d10+8) bludgeoning damage.

Change Shape. The giant magically polymorphs into any beast or humanoid it has seen, or back to cloud giant form. Any equipment worn or carried is absorbed by the new form. Its statistics, other than its size are the same in any form and it reverts to giant form when it dies.


Happy is the academy’s primary quarter master, and his objective is to inspect cargo to insure what is entering and leaving the academy, and notes any items needing detailed examination, and alerts the local and area guardians if anything is out of place or considered a safety risk. Normally he appears as a tall elven spell caster, to help mask his abilities, and will revert to Giant form if needed. Normally he relies on his fellow giants and warehouse guardians to assist with cargo inspections, while he focuses on the suspious arrivals and cargo.


Stone Giant #1

Stone giant

Huge giant, neutral


Armor Class 17 (natural armor)

Hit Points 126 (11d12+55)

Speed 40 ft.


STR 23 (+6), DEX 15 (+2), CON 20 (+5), INT 10 (+0), WIS 12 (+1), CHA 9 (-1)


Saving Throws Dex +5, Con +8, Wis +4

Skills Athletics +12, Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Giant

Challenge 7 (2,900 XP)


Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions


Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 19 (3d8+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60 ft./240 ft., one target.

Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions


Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.


Stone Giant #2

Stone giant

Huge giant, neutral


Armor Class 17 (natural armor)

Hit Points 126 (11d12+55)

Speed 40 ft.


STR 23 (+6), DEX 15 (+2), CON 20 (+5), INT 10 (+0), WIS 12 (+1), CHA 9 (-1)


Saving Throws Dex +5, Con +8, Wis +4

Skills Athletics +12, Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Giant

Challenge 7 (2,900 XP)


Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions


Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 19 (3d8+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60 ft./240 ft., one target.

Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions


Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

 

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