Emerald Protector

Large Construct, Lawful Good

Armor Class: 17 (Natural Armor)

Hit Points: 123 (13d10+52)


Speed: 30 ft.

STR 20/+5

DEX 12/+1

CON 18/+4

INT 10/+0

WIS 14/+2

CHA 8/–1


Damage Immunities: Poison

Damage Resistances: Fire, Radiant

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: Blindsight 60ft.., Passive Perception 11

Languages: Common, Elvish, Sylvan 

Challenge: 7

Proficiency Bonus: +3


Justice for All. When Emerald Protector regains Hit Points due to a spell or magical effect, all creatures within 15 feet of it regain the same amount of Hit Points as well.

Light of Life. If Emerald Protector regains Hit Points and the amount regained would exceed its maximum Hit Points, all excess Hit Points turn into radiant energy, dealing radiant damage equal to the Hit Point excess to all creatures within 15 feet of the Emerald Protector.

  • As the Emerald Protector starts becoming damaged, so does its ability to hold life energies within itself decrease. 

When it ends its turn, Emerald Protector loses maximum Hit Points equal to half the difference between its current and maximum Hit Points. This loss of maximum Hit Points lasts only for the rest of the encounter. 

  • The Emerald Protector’s life energy is clearly visible, making other creatures know exactly how many Hit Points it is missing from its maximum. 

Emerald Rays. Each time an Emerald Protector hits a creature with an attack, it creates a 15-foot cone of green radiant energy behind the target. Creatures in the area excluding the target must make a DC 15 Constitution saving throw, taking 9(2d8) Radiant Damage and becoming blinded until the end of their turn on a failure, or half as much damage and not becoming blinded on a success.

Heart Crystals. Immediately after it ends each of its turns, a Heart Crystal (AC 15, 20 Hit Points and are immune to all conditions and vulnerable to bludgeoning damage) appears within 30 feet of the Emerald Protector, but further than 15 feet from it. 
If a creature destroys a Heart Crystal, that creature regains 4d10 Hit Points. The Emerald Protector can destroy a Heart Crystal as a bonus action while within reach. 

Gem of Hope (Recharge 5-6). When the feature is recharged, at the start of its turn, the Emerald Protector imbues the gemstone in its heart with the power of hope. Emerald Protector regains 4d10 Hit Points and all non-evil creatures within 15 feet of it become resistant to radiant damage until the end of their next turn. 


Actions.

  • Multiattack. Emerald Protector makes two Emerald Fist attacks.
  • Emerald Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+5) bludgeoning damage plus 9(2d8) radiant damage
  • Life Burst (2x/Day) Emerald Protector prepares itself for a surge of life energy. It becomes stunned and gains 15 Temporary Hit Points until the start of its next turn, and at the start of its next turn it regains 8d10 Hit Points and all creatures within 15 feet of it must make a DC 15 Constitution saving throw, becoming blinded until the end of their next turn on a failure. 

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