# Clay Guardian

*Large* *Construct*

- **Armor Class:** 14
- **Hit Points:** 133 (14d10+56)
- **Speed:** walk 25 ft.
- **Challenge Rating:** 9 (5,000 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 261

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 10 (+0) | 18 (+4) | 3 (-4) | 10 (+0) | 1 (-5) |

- **Skills:** 
- **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 the languages of its creator but can't speak

### Special Abilities

- **Constructed Nature:** Guardians dont require air, sustenance, or sleep.
- **Acid Absorption:** When the guardian is subjected to acid damage, it instead regains hit points equal to the acid damage dealt.
- **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.
- **Bloodied Haste:** While the guardian is bloodied, its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws , and it can use its slam as a bonus action.
- **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.

### Actions

- **Multiattack:** The guardian 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.


