TheRedTemplar
2016-02-18, 12:17 PM
Recently, my Paladin/Sorcerer got a Shield Guardian Amulet from Out of the Abyss. Considering the fact that this is a CR 7 Construct that you are otherwise unable to get in any manner, I thought it might be a cool idea to see what uses some people could come up with for it.
Here is a typical Shield Guardian's stats:
Large Construct, Unaligned
Armor Class: 17 (natural armor)
Hit Points: 142 (15d10 + 60)
Speed: 30 ft.
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STR 18 (+4) / DEX 8 (-1) / CON 18 (+4) / INT 7 (-2) / WIS 10 (+0) / CHA 5 (-3)
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Senses: Blindsight 10ft, Darkvision 60ft., Passive Perception 15
Damage Immunities: Poison
Condition Immunities: Charmed, Exhausted, Frightened, Paralyzed, Poisoned
Languages: Can't Speak, but understands any order given too it.
Challenge: 7 (2,900 XP)
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Bound: The shield guardian is magically bound to an amulet. As long as 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 (rounded up) is transferred to the guardian.
Regeneration: The shield guardian regains 10 hit points at the start of it’s turn if it has at least 1 hit point.
Spell Storing: A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
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Multiattack: The Shield Guardian makes two Fist attacks.
Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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Shield: When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Here were some ideas I was thinking of:
Revivify: On-Demand revive incase someone dies, to help save the cleric some time and spell slots.
Haste: Because it is the one maintaining concentration, the Shield Guardian can cast haste on my Paladorc, and simply stand out of harm's way so that no one targets it to disrupt it's concentration. This could also let me stack another buff on top of Haste, such as Blur or Elemental Weapon.
Beacon of Hope + Aura of Vitality: By concentrating on Aura of Vitality I can have the Shield Guardian use it's bonus actions to restore 2d6 HP to anyone in range who needs it. Combined with the party Life Cleric or myself for Beacon of Hope, and it becomes an automatic 12 hit points to whoever needs it the most. This includes the Shield Guardian itself, because Aura of Vitality doesn't exclude Undead or Constructs like Cure Wounds does.
Death Ward: Prevent insta-kills and simulate the Half-Orc's natural ability.
Any Blast Spell: Fireball, Erupting Earth, Ice Storm and Lightning Bolt could all be useful for some extra damage in a pinch, although it's probably not the best use of this ability.
Find Steed: Give the giant robot it's own mount. Tavern Wenches love giant robots on mounts.
Dimension Door: Probably the best Panic Button that the Shield Guardian can use.
Anyone else got any fun ideas of what to do with this thing?
Here is a typical Shield Guardian's stats:
Large Construct, Unaligned
Armor Class: 17 (natural armor)
Hit Points: 142 (15d10 + 60)
Speed: 30 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STR 18 (+4) / DEX 8 (-1) / CON 18 (+4) / INT 7 (-2) / WIS 10 (+0) / CHA 5 (-3)
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Senses: Blindsight 10ft, Darkvision 60ft., Passive Perception 15
Damage Immunities: Poison
Condition Immunities: Charmed, Exhausted, Frightened, Paralyzed, Poisoned
Languages: Can't Speak, but understands any order given too it.
Challenge: 7 (2,900 XP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bound: The shield guardian is magically bound to an amulet. As long as 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 (rounded up) is transferred to the guardian.
Regeneration: The shield guardian regains 10 hit points at the start of it’s turn if it has at least 1 hit point.
Spell Storing: A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Multiattack: The Shield Guardian makes two Fist attacks.
Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shield: When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Here were some ideas I was thinking of:
Revivify: On-Demand revive incase someone dies, to help save the cleric some time and spell slots.
Haste: Because it is the one maintaining concentration, the Shield Guardian can cast haste on my Paladorc, and simply stand out of harm's way so that no one targets it to disrupt it's concentration. This could also let me stack another buff on top of Haste, such as Blur or Elemental Weapon.
Beacon of Hope + Aura of Vitality: By concentrating on Aura of Vitality I can have the Shield Guardian use it's bonus actions to restore 2d6 HP to anyone in range who needs it. Combined with the party Life Cleric or myself for Beacon of Hope, and it becomes an automatic 12 hit points to whoever needs it the most. This includes the Shield Guardian itself, because Aura of Vitality doesn't exclude Undead or Constructs like Cure Wounds does.
Death Ward: Prevent insta-kills and simulate the Half-Orc's natural ability.
Any Blast Spell: Fireball, Erupting Earth, Ice Storm and Lightning Bolt could all be useful for some extra damage in a pinch, although it's probably not the best use of this ability.
Find Steed: Give the giant robot it's own mount. Tavern Wenches love giant robots on mounts.
Dimension Door: Probably the best Panic Button that the Shield Guardian can use.
Anyone else got any fun ideas of what to do with this thing?