Sworn Protector

Medium undead, lawful good

Armor Class 20 (plate, shield)
Hit Points 152 (16d8 + 80)
Speed 30 ft.

20 (+5) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 14 (+2)

Skills Athletics +11, Intimidation +8, Perception +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 20
Languages Common
Challenge 17 (18,000 XP)


  • Armor Form. When the sworn protector drops to 0 hit points, its soul is destroyed but its armor and weapons keep fighting. In this form, the sworn protector has AC 20, 100 hit points, resistance to cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks, immunity to necrotic, poison, psychic, radiant, thunder damage. Its creature type becomes construct.
  • Brute (Armor Phase). When the sworn protector hits a creature with a melee weapon attack, the weapon deals one extra die of its damage (included in the attack).
  • Ethereal Sight (Soul Phase). The sworn protector can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Immutable Form (Armor Phase). The sworn protector is immune to any spell or effect that would alter its form.
  • Innate Spellcasting. (Soul Phase). The sworn protector’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The sworn protector has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The sworn protector’s weapon attacks are magical.
  • Turn Immunity (Soul Phase). The sworn protector has immunity against effects that turn undead.


  • Multiattack. The sworn protector makes four melee weapon attacks, one with its shield bash and three with its mace.
  • Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) force damage, or 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) force damage in the armor phase.
  • Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 7 (2d6) force damage or 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) force damage in the armor phase. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be forced prone.
  • Frightening Gaze (Soul Phase). The sworn protector fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the sworn protector’s gaze for the next 24 hours.


Some warriors devote themselves to the protection of a holy place, an artifact, a person of importance to their deities, or something or someone else they hold dear. Sadly, the wheels of fate don’t always spin in favor of these holy warriors. In such a case, though their body may pass, their soul refuses to abandon their task. These souls clutch onto life, hoping to honor their sacred promises of defending what they are sworn to protect. Thus, they are bound to their armors, just as they are bound to their quest.

When a soul becomes a sworn protector, it forms a special connection with its armor and weapons. Even if the soul is somehow slain, the armor and weapons keep fighting as if they want to fulfill the promises of their wielder.

Two Phases. There are phrases such as “armor phase” and “soul phase” in the following block. “Armor phase” refers to the sworn protector after its soul is slain and “soul phase” refers to it before it is slain. One must first slay the soul of the sworn protector before the armor phase takes place.

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