Skip to main content

Breadcrumb

Hound Guardian

Challenge
str
16
dex
10
con
14
int
2
wis
12
cha
6

AC 15 (natural armor)

HP 32 (5d8 + 10; bloodied 16)

Speed 50 ft.


Proficiency +2; Maneuver DC 13

Skills Perception +3

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

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

Senses darkvision 60 ft., passive Perception 13

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


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

Keen Hearing and Smell. The guardian has advantage on Perception checks that rely on hearing or smell.

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

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


ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it makes a DC 13 Strength saving throw , falling prone on a failure.

REACTIONS

Protective Bite. When a creature within 5 feet hits the guardian’s owner with a melee attack, the guardian bites the attacker.

Combat

The hound guardian follows its owner’s orders. If not given orders, it moves to stay within 60 feet of its master and attacks anyone who threatens its master or itself (in that order).


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.

Description

A hound guardian is a sleek construct made of iron plates and coiled springs. It resembles a hound and is almost as intelligent as one. Its construction is durable, it never goes berserk, and it follows its orders with a faithfulness unusual even for a guardian.

Behavior

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.

Signs

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

Encounters

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.