Robot, Battleguard

Family: Robot

Medium construct (robot), unaligned

Armor Class 20 (reinforced skymetal platng)
Hit Points 133 (14d10 + 56)
Speed 20 ft.

20 (+5) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 9 (-1)

Saving Throws Con +7, Wis +4
Skills Athletics +9, Perception +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t skymetal (adamantine)
Damage Immunities necrotic, poison, psychic
Damage Vulnerabilities lightning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Common (an ancient dialect, but still understandable)
Challenge 9 (5,000 XP)


  • Adaptive Knowledge. Each time a battleguard completes a short rest, it can select two combat or weapon-based feats or tool proficiencies. At the end of its next short rest, it can download new knowledge for its mission, replacing the prior feats or proficiencies with new ones.
  • Battle-hardened. Battleguards have a damage threshold of 5, reducing damage from all attacks by 5.
  • Charge Weapon. Any metal melee weapon wielded by the robot becomes charged with lightning and deals an extra weapon die of lightning damage on a hit. This damage is included in the attack.
  • Combat Flexibility. When outnumbered, the robot gains a legendary action for every 4 creatures; it is facing up to a maximum of 3 actions. It also gains maximum hit points if facing 6 enemies or more (196 hp).
  • Exceptional Senses. A battleguard has advantage on Wisdom (Perception) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger.
  • Magic Resistance. The robot has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The robot’s weapon attacks are magical.
  • Overcharge Energy Weapon. Any energy weapon wielded by the robot can be overcharged at the cost of risking the item biological life.


This class of robot were originally built for various purposes, though most of those that survived since ancient times are combat focused. Each version is more dangerous than the previous version but it’s clear they are all built from the same baseline model – appearing as copper burnished armored men though time has corroded many of them, so they appear almost rust colored. Many have damaged programming and no longer obey the Three Laws and seek to exterminate all biological life.

Battleguards can use weapons and other items as a human, so it is not uncommon to find them carrying any kind of weapon. The most common weapon each version carries is listed, and each appears in burnished, shining metal almost like archaic knights but with advanced weaponry.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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