Deep Shadow Guardian

Level 6
Creature· constructUncommonLargeLegacy
AC
24
HP
72
Speed
20 ft.
Perception
+14
Fort
+17
Ref
+11
Will
+11
Senses darkvision
Skills athletics +15
Recall Knowledge DC 24 (arcana)

Attacks

Melee Shadow Staff +16 (magical, reach 10 ft.), Damage 2d10+7 bludgeoning
Melee Fist +16 (magical, unarmed), Damage 2d8+5 bludgeoning

Abilities

Construct Armor (Hardness 10)

Like normal objects, a shadow guardian has Hardness. This Hardness reduces any damage the guardian takes by an amount equal to the Hardness. Once a shadow guardian is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 20 when broken.

Disorienting Shadows

When a shadow guardian hits with its staff, a mote of shadow clings to the target. The target must succeed at a DC 21 fortitude save or become Clumsy 1 and take a -1 status penalty to Perception checks involving sight as long as the mote remains. The target can use an Interact action to remove the mote. On a critical failure, the target must use two total Interact actions to remove the mote. Otherwise, the mote vanishes after 1 minute.

Shadowcloak

The shadow guardian becomes shrouded in shadows and becomes Concealed. As the nature of this effect leaves the guardian's location obvious, it can't use this concealment to Hide or Sneak. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first.

Grab