CR 8 (3,900 XP)
LN large living construct
AC 18 (grafted plate armor)
HP 168 (16D10+80)
Resistance: fire, all non-magical slashing, piercing or bludgeoning attacks.
Immunity: poison, disease
Magic Resistance: the guardian rolls advantage on magic saving throws.
Machine Logic: Guardians are hardened against mind-affecting spells and magic and are immune to all such effects like normal constructs.
Speed 30 feet
Multiattack the guardian can strike with any combination of three warblade or bolt rifle attacks per action. The guardian may substitute one fire spray for a warblade or bolt attack per action.
Melee Attack - Warblade +9 to hit, reach 10 ft, one target, hit 2D8+4 bludgeoning damage
Ranged attack – Bolt Rifle +5 to hit (range 120 ft), hit 2D8+2 piercing damage.
Ranged attack - Fire Spray (4/day) (all targets in a 30’ cone) 4D8+8 fire damage; Dexterity Save DC 16 for half damage.
STR 22 (+6), DEX 10 (0), CON 20 (+5), INT 12 (+1), WIS 12 (+1), CHA 16 (+3)
Saves STR +9, CON +8, CHA +6
Languages: Logos, Old Mythric or Espanean, 25% chance of tradespeak or other
Senses: darkvision, perception +4 (passive 14)
Skills: Athletics +9, History +4
Living Construct: The animate is a living construct, and does not need to eat, breathe or sleep, though an animate with spell casting ability will need to meditate. Animates are immune to poison and disease. Living contructs do have an animating spirit, however, and intelligence. As such they are not resistant to mind altering effects.
Elemental Imbuement (fire): animates may imbue themselves with resistance to one elemental type. The sample guardian is imbued with fire, but this can vary among any of the elemental types.
Armament: The animate guardian’s bolt rifle and warblade are attached to its arms, and cannot be removed except by force. The bolt rifle has a range of 200 feet. It has a reloading chamber built into the animate’s forearm which carries 100 steel bolts at a time. Some guardians have these bolts enchanted (in the same fashion as enchanted arrows). The animate can fire its bolt rifle multiple times per round.
Intervention: The guardian animate is designed to protect collector units. So long as it is directly adjacent to a collector unit (or other chosen target for protection) the animate guardian can immediately extend its full DR and resistance to that target as if that target also had these defenses.
These immense golems stand ten to fifteen feet in height and tower over most other creatures. They are suffused with radiant elemental energy and are always composed of dense metal plates.
The first duty of the guardian model is to protect workers and collectors from harm. Some collectors journey out with a guardian unit to protect them. Sometimes, a guardian unit loses its way, fails to protect a collector, or simply suffers a sort of malfunction and finds itself seeking out others to protect, as it seems to have an overriding need to do so.
The primary job of the wandering animate guardian is to keep its charge safe. In doing so it will use fire spray for crowd control, while holding its intervention maneuver in wait should it need to take a hit for the one it protects. It will not hesitate to destroy anyone who threatens harm.