# Guardian

*Large* *Humanoid* *Neutral Evil*

- **Armor Class:** 15 (chain shirt)
- **Hit Points:** 110 (13d10 + 39)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** [Tome of Beasts 2023](https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/) page 162

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 14 (+2) | 16 (+3) | 6 (-2) | 14 (+2) | 8 (-1) |

- **Saving Throws**: Str +6, Con +5
- **Skills:** Athletics +6, Perception +4
- **Damage Vulnerabilities:** False
- **Damage Immunities:** False
- **Damage Resistances:** False
- **Condition Immunities:** charmed, frightened
- **Senses:** darkvision 60 ft., passive Perception 14
- **Languages:** Common, Elvish, Umbral

### Special Abilities

- **Fey Ancestry:** The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep.
- **Shadow's Vigil:** The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn't impede the guardian's darkvision.
- **Sunlight Sensitivity:** While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

### Actions

- **Multiattack:** The shadow fey guardian makes two Pike or Javelin attacks.
- **Pike:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- **Javelin:** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

### Bonus Actions

- **Shadow Traveler (2/Day):** While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.

### Reactions

- **Protective Interference:** When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon.
