Skip to main content


Shield Guardian


AC 17 (natural armor)

HP 133 (14d10 + 56; bloodied 66)

Speed 30 ft.

Proficiency +3; Maneuver DC 15

Damage Immunities poison

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

Senses darkvision 60 ft., passive Perception 10

Languages understands all languages but can’t speak

Amulet. The guardian is magically bound to an amulet. It knows the distance and direction to the amulet while it is on the same plane of existence. Whoever wears the amulet becomes the guardian’s master and can magically command the guardian to travel to it.

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

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

Spell Storing. A spellcaster wearing the guardian’s amulet can use the guardian to store a spell. The spellcaster casts a spell using a 4th-level or lower spell slot on the guardian, choosing any spell parameters. The spell has no effect when thus cast. The guardian can cast this spell once, using no components, when ordered to do so by its master or under other predefined circumstances. When a spell is stored in the guardian, any previously stored spell is lost.

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


Multiattack. The guardian attacks twice with its fist.

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

Self-Repair. The guardian regains 15 hit points.


Absorb Damage. If the guardian is within 60 feet of its master when the master takes damage, half the damage (rounded up) is transferred to the guardian.

Shield. If the guardian is within 5 feet of its master when the master is attacked, the guardian grants a +3 bonus to its master’s AC.


The shield guardian follows its master’s orders. If not given orders, it moves to stay within 60 feet of its master and attacks anyone who attacks its master or itself (in that order). If no one is wearing its amulet, it defends itself and performs self-repair but takes no other actions.

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.


Shield guardians are consummate bodyguards. Not only do they follow their masters’ orders, they protect them from harm with magical wards, even taking damage in their stead. 

A shield guardian is created with a magical amulet that controls it. The shield guardian protects and follows the orders of whoever possesses the amulet. If the amulet is destroyed, the shield guardian becomes inactive until a new one is created (a work that requires at least 1,000 gp in components). If the amulet is stolen or given away, the shield guardian unquestioningly obeys its new owner.

A shield guardian extends a spellcaster’s power. It can be imbued with a spell. At its master’s command, or under certain circumstances, the shield guardian can cast that spell. A shield guardian that can cast revivify on its master, or fireball on its master’s enemies, is a powerful asset.


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.