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Shield Guardian, Annwn-Corrupted

Family: Golems

Large construct, neutral evil

Armor Class 18 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 25 ft.

18 (+4) 8 (–1) 16 (+3) 7 (–2) 10 (+0) 6 (–2)

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Languages understands commands given in any language but can’t speak
Challenge 7 (2,900 XP)


  • Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. When a creature first takes the amulet and every 24 hours that it keeps the amulet on its person, it must succeed on a DC 11 Wisdom saving throw or gain an indefinite madness. A good-aligned creature has disadvantage on this saving throw, and the shield guardian attempts to undermine or corrupt orders given by a good-aligned controller. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spell Storing. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.


  • Multiattack. The guardian makes two fist attacks.
  • Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


  • Shield. When a creature makes an attack against the wearer of the guardian’s amulet while the guardian is within 5 feet of the wearer, the guardian grants a +2 bonus to the wearer’s AC and reduces the damage by 4.
  • Withstand. When the guardian is dealt damage by a source it can see, the guardian reduces the damage dealt to itself by 4.


Unlike most other corrupted creatures, corrupted shield guardians aren’t converted from existing creatures; instead, they are manufactured by the magicians and engineers of the Annwn legion to guard their fortifications. Despite being a construct, a corrupted shield guardian is often malevolent in its outlook and subtly subverts commands given by a good creature that wears its amulet. Corrupted shield guardians sometimes appear pitted or badly rusted, but their metal plates are far more durable than they appear.

Flecks of rust and corroded pits mar the metal armor of this human-shaped automaton.

Annwn Corruption

Annwn corruption grants the Heavy Skin trait and the Withstand reaction.

Heavy Skin. Annwn corruption grants the corrupted creature thickened natural armor that provides a +1 to Armor Class. Reduce all speeds of the corrupted creature by 5 feet if they were at least 30 feet or by 10 feet otherwise, to a minimum of 10 feet.

Withstand. When the corrupted creature takes damage from a source it can see, it can use its reaction to reduce the damage either by 1 + half the corrupted creature’s challenge rating (round down) or by 3, whichever is greater (before applying resistance or vulnerability).

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Sandy Petersen’s Planet Apocalypse, © 2021, Petersen Games.

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