PROTECTOR GUARDIAN D&D
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Description
🛡️ The Protector Guardian - Ancient Runic Construct
Description and Lore
"Forged. Not born. Sworn to protect." 🌿⚙️
I present to you the Protector Guardian, a colossus of ancient bronze and iron, animated not by flesh, but by lost runes of elemental power. This 3D model captures the guardian in its moment of utmost fury: with a fist charged with arcane energy and the legendary Solar Palm Shield raised to deflect any threat.
The Lore: In the depths of forgotten forests, where ancient temples lie in ruin, the Protector Guardian remains vigilant. It was created millennia ago by an alliance of mages and druids to protect a sacred artifact from an army of mechanical invaders. After crushing the enemies (as seen from its base), the Guardian entered stasis, awaiting a new intruder or a worthy heir to awaken its power.
Suggested Game Statistics (D&D 5e / 5.5 compatible)
The Protector Guardian is a "Boss" or a high-level elite guardian.
- Type: Large Construct, True Neutral
- Challenge Rating (CR): 14 (A lethal encounter for a mid-level party)
Stats:
- STR: 26 (+8) – An unstoppable hydraulic force.
- DEX: 8 (-1)
- CON: 24 (+7) – Impenetrable armor.
- INT: 6 (-2)
- WIS: 14 (+2)
- CHA: 1 (-5)
Special Abilities:
- Runic-Bronze Armor: Its AC (Armor Class) is 21 (Natural Armor + Shield).
- False Immovability: While it remains motionless, the Guardian is indistinguishable from a statue.
- Magic Resistance: The Guardian has advantage on saving throws against spells and other magical effects.
- Runic Regeneration: If it is within 18 meters of its creator or a sacred artifact, it regains 15 Hit Points at the start of each of its turns.
Actions:
- Multiattack: The Guardian makes two attacks: one with its Runic Fist and one with its Solar Shield.
- Runic Fist: Melee Weapon Attack: +13 to hit, reach 3m. Damage: 3d10 + 8 bludgeoning damage plus 1d10 force damage (arcane energy).
- Solar Palm Shield (Recharge 5-6): The Guardian emits a wave of luminous and kinetic energy from its shield in a 9-meter cone. Each creature in the area must succeed on a DC 21 Strength saving throw or take 8d8 radiant damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.




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