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Breadcrumb

Imprisoned Fiend

Challenge
str
20
dex
10
con
18
int
12
wis
10
cha
22

AC 14 (natural armor)

HP 133 (14d10 + 56; bloodied 66)

Speed 25 ft.


Proficiency +4; Maneuver DC 17

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

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

Senses darkvision 60 ft., passive Perception 10

Languages understands Abyssal (if Chaotic) or Infernal (if Lawful), but can't speak


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


Acid Absorption. When the imprisoned fiend is subjected to acid damage, it instead regains hit points equal to the acid damage dealt.

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

Bloodied Fury. While the imprisoned fiend is bloodied, its size increases by one size category (to Huge). When a creature deals piercing or slashing damage to the enlarged imprisoned fiend, the imprisoned fiend and each creature within 5 feet of it takes 7 (2d6) acid damage.

False Appearance. While motionless, the imprisoned fiend is visually indistinguishable from a mundane clay statue.

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

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


ACTIONS

Multiattack. The imprisoned fiend attacks twice with its slam.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it makes a DC 15 Constitution saving throw . On a failure, its hit point maximum is reduced by an amount equal to the damage dealt. The target dies if its hit point maximum is reduced to 0. A greater restoration spell or similar magic removes the reduction.

Fiendfire Breath (1/day). The imprisoned fiend exhales purple flames in a 30-foot cone. Each creature in that area makes a DC 16 Constitution saving throw , taking 10 (3d6) fire damage and 10 (3d6) necrotic damage on a failure or half damage on a success. A creature that fails the saving throw also suffers one level of Freelinking: Node title conitions does not exist .

Combat

The guardian’s strategy is determined by its programming. It may attack the closest enemy, or it may be instructed to attack only certain targets, such as the first one to touch an item it was protecting.


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

When concentrated, the malicious, animating will of a fiend can form even the clay of the ground into a mockery of life. The imprisoned fiend radiates either a Chaotic and Evil or Lawful and Evil aura.

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.