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Flesh Guardian


AC 9

HP 93 (11d8 + 44; bloodied 46)

Speed 30 ft.

Proficiency +3; Maneuver DC 15

Damage Immunities lightning, poison; damage from nonmagical, non-adamantine weapons

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

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can’t speak

Berserk. When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.

If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check. On a success, the guardian is no longer berserk.

Fire Fear. When the guardian takes fire damage, it is rattled until the end of its next turn.

Immutable Form. The guardian is immune to any effect that would alter its form.

Lightning Absorption. When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt. 

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

Constructed Nature. Guardians don’t require air, sustenance, or sleep.


Multiattack. The guardian attacks twice with its slam.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hurl Object. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.

Lightning Bolt (1/Day, While Bloodied). An 80-foot-long, 5-foot-wide lightning bolt springs from the guardian’s chest. Each creature in the area makes a DC 15 Dexterity saving throw , taking 28 (8d6) lightning damage on a failed save or half damage on a success. 


A flesh guardian prefers to slam creatures in melee. When its Lightning Bolt is available, it uses it immediately, without much regard for catching multiple creatures in the blast. It tends to use its Lightning Bolt on distant and flying attackers. It throws objects only if it can’t reach any foes. A flesh guardian possesses a greater sense of self-preservation than most guardians. It avoids fire when it can and may retreat from a battle to save itself.

Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Spellcasters can build guardians, constructs that follow orders mindlessly.

DC 15 All guardians are immune to damage from nonmagical weapons and are resistant to spells. Depending on the material it is made from, a guardian may ignore or even be healed by certain effects. For example, clay guardians are healed by acid; flesh guardians are healed by lightning; and iron guardians are healed by fire. 

DC 20 A damaged guardian may go berserk and no longer function properly.


Stitched and stapled together from humanoid body parts, a flesh guardian resembles an oversized zombie . The spark that gives it life, however, is electrical rather than necrotic. When damaged, the guardian can release this electric charge in a devastating lightning bolt.

Flesh guardians are composed of once-living matter, and even the tiny spark of life they possess can sometimes be fanned into a flame. Rarely, when such a guardian would go berserk, it instead gains consciousness and self will. A sentient flesh guardian usually has Intelligence, Wisdom, and Charisma scores of 10 or more.


1–2 Guarding an area, attacking trespassers on sight

3 Attacks if trespassers touch or damage certain doors or items

4 Berserk; pacing among broken artwork and furniture, attacking anything that moves

5 Patrolling; stops to fix, clean, repair, or reset items

6 Attacks only to defend itself; clears a path in response to certain actions, such as unlocking a door if you say a certain word, stepping off a concealed trap door if you ask it to move, giving you a key if you beat it at chess, etc.


1 Magic mouth that poses a riddle; the answer deactivates the guardian for 1 minute

2 Several silver necklaces or rings; the guardian ignores creatures that wear this jewelry

3 A bell or gong; ringing it summons the guardian

4 DC 15 Investigation check: a notebook in an ancient language, containing phrases the nearby guardian must obey, such as "attack on sight,” "deactivate." etc.

5 Big round footprints that appear to have walked the same path countless times

6 Distant lumbering footsteps


Guardians stand sentinel over treasure in laboratories, temples, or tombs, or do the bidding of their masters in cities and towns.

CR 5–10 clay , shield , or stone guardian ; 1 or 2 flesh guardians ; flesh guardian with bolt-thrower , gargoyle , or 3 zombies

Treasure 4 rare books (200 gp each), spell scrolls of bestow curse , fear , and remove curse

CR 11–16 iron guardian ; stone colossus ; clay or stone guardian with 1 or 2 basilisks , gelatinous cubes , ochre jellies , or walking statues   

Treasure 5 alexandrite gemstones (500 gp each), portable hole , manual of guardians

CR 17–22 2 clay or stone guardians

Treasure 800 gp, 20 rare books (200 gp each), bead of force , spell scrolls of flesh to stone and forbiddance , 2 maul (black iron, inscribed with the name “Black Key”; the first time each day the maul touches a locked door, it casts knock with spell attack bonus +10)

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.