Page 124 - Dragonix - DM Options Monster Talents v1.01
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Bash
Type: Trait.
Skeleton
If the shield guardian's fist attack roll against a
target succeeds by 5 or more, the target must make The skeleton (CR varies) can have 1 talent.
a DC 15 Constitution saving throw or be stunned
until the end of the shield guardian's next turn.
Cold Immunity
Type: Trait.
Charged Fist
Type: Trait. The skeleton is immune to cold damage.
The shield guardian's fist attacks deal an extra 4
Ever Vigilant
(1d8) lightning damage.
Type: Trait.
Defend Wearer The skeleton has advantage to Initiative rolls and
Wisdom (Perception) checks.
Type: Action.
The shield guardian imposes disadvantage to all
attacks made against wearer of the guardian's Lunging Strike
amulet until the start of its next turn. The shield Type: Trait.
guardian must be within 5 feet of the wearer of the
If the skeleton has already moved up to its speed
guardian's amulet to do so.
and an enemy creature the skeleton can see is
within 10 feet of the skeleton, it can take a bonus
Improved Shield action to move 5 feet. If the skeleton ends within
5 feet of the target as a result of this action, it gains
Type: Trait.
advantage on its next attack made against the
Talent Cost: 2 (Counts as 2 Talents). target this turn.
The shield guardian grants +4 bonus to the
wearer's AC instead of just a +2. In addition, the
bonus can also be applied to the Dexterity saving
throws of the wearer of the guardian's amulet.
Slaad
Improved Spell Storing
Chaos Croak (Recharge 6)
Type: Trait.
Type: Action.
The shield guardian can store one additional spell
of 4th level or lower. Talent Cost: 2 (Counts as 2 Talents).
Prerequisite Green, Gray, or Death Slaad
The slaad emits a loud, disconcerting croak. Each
creature within 30 feet of it that isn't a slaad must
Reinforced Armor make a Charisma saving throw. The DC is equal
Type: Trait. to 8 plus the slaad's Charisma modifier plus its
proficiency bonus (see MM page 8). On a failed
The shield guardian is resistant to bludgeoning,
save, the target takes 27 (6d8) psychic damage
piercing, and slashing damage from nonmagical
and can't take reactions or maintain concentration
weapons that aren't adamantine.
until the end of its next turn. On its turn, the target
can't move, and it uses its action to make a melee
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