Forge Guardian

Gargantuan construct,

Armor Class

24 (natural armor)

Hit Points

420 (24d20 + 168)

Speed

walk 50 ft.

Saves

Str +18, Con +15

Damage Immunities

fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

truesight 120 ft.

Languages

Challenge

27

Proficiency Bonus

+8

Fire Absorption

Whenever the guardian is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form

The guardian is immune to any spell or effect that would alter its form.

Magic Resistance

The guardian has advantage on saving throws against spells and other magical effects.

Magic Weapons

The guardian's weapon attacks are magical.

Actions

Multiattack

The guardian makes two melee attacks.

Runeblade

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) slashing damage, and the target must succeed on a DC 23 Constitution saving throw or be blinded until it deals damage to the guardian.

Kick

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage, and the target is pushed up to 15 feet away from the guardian and knocked prone.

Bladestorm (Recharge 5-6)

The guardian makes a Runeblade attack against every creature within 15 feet of it. On a hit, a target is also pushed up to 15 feet away from the guardian and knocked prone.

Legendary actions

Legendary Actions (3/Turn)

The guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The guardian regains spent legendary actions at the start of its turn.

Runeblade

The guardian makes one Runeblade attack.

Kick

The guardian makes one Kick attack.

Trample (Costs 2 Actions)

The guardian moves up to 50 feet without triggering opportunity attacks, and can pass through other creature's spaces. Each creature whose space the guardian passes through must make a DC 23 Dexterity saving throw. On a failure, the creature takes 23 (2d12 + 10) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone. Any creature that shares the guardian's space when it stops this movement is pushed out of its space into the nearest unoccupied space.