Genshin Impact's Ruin Guard

by PixieAlchemist

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Ruin Guard

An ancient humanoid war machine. Legend has it that these machines were combat automatons created by a long-destroyed nation. They now wander ruins and ancient detritus, attacking offending travelers. Research indicates that the Ruin Guards and the ruins that they operate in do not originate from the same source, suggesting that there may be a difference of as much as several thousand years between them on the timeline. So why then do the Ruin Guards continue staying among these ruins, using their "explosive firepower" to protect the crumbling walls and broken tiles?



Ruin Guard

Huge Construct, Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points 187 (15d12+90)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 22 (+6) 10 (+0) 8 (-1) 1 (-5)

  • Saving Throws Dex +4, Con +10
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses
  • Languages Understands Abyssal but cannot speak
  • Challenge 9 (5,000 XP)

Exposed Core. If a ranged attack rolls a critical hit against the ruin guard, it becomes stunned until the end of its next turn, if it is hit with another ranged critical hit it becomes stunned for a further 3 turns, after the guard recovers, it becomes immune to this feature for 1 minute.

Magic Resistance. The ruin guard has advantage on saving throws against spells and other magical effects.

Magic Weapons. The ruin guard's weapon attacks are magical.

Actions

Multiattack. The ruin guard makes two Punch attacks and then one Jump attack. Alternatively, it can make a stomp attack followed by a clap attack.

Punch. Melee Attack: +11 to hit, 5 ft., one target. Hit: 17(3d6+7) bludgeoning damage.

Jump. The ruin guard jumps to a position within 25 feet of it, any creatures that occupy a space that it lands in must make a DC 19 dexterity saving throw or take

Stomp. Melee Attack: +11 to hit, 5 ft., one target. Hit: 16(2d8+7) bludgeoning damage. A creature hit by this attack must make a DC 19 strength check or be knocked prone.

Clap. Melee Attack: +11 to hit, 5 ft., up to three targets within 5 ft. of each other. Hit: 22(3d10+7) bludgeoning damage.

Spinning Form (Recharge 5-6). The ruin guard begins spinning, until the end of it's next turn, any creature that moves to a space within 10 feet of the guard starts or ends their turn within 10 feet of the guard must make a DC 19 dexterity saving throw or take 20(3d8+7) bludgeoning damage and be pushed 10 feet away from the guard and knocked prone on a failed save, taking half as much damage and not knocked prone on a successful one.

Bombardment (Recharge 6). The ruin guard spins around and fires 6 seeking missiles at a single creature within 120 feet. each missile has advantage on its attack roll if it is within 80 feet, otherwise it has disadvantage, as it stops seeking. each missile deals 9(2d8) bludgeoning damage. The Ruin guard cannot move until the end of it's next turn.

 

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