Shield Guardian icon: a hulking guardian construct
Icon by Lorc, CC BY 3.0

Shield Guardian 5e stat block

Large construct, unaligned · CR 7 · 2024 stat block below

Armor Class
17 (natural armor)
Hit Points
142 (15d10+60)
Speed
30 ft.
Challenge
7 (2,900 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
18 (+4)8 (-1)18 (+4)7 (-2)10 (+0)3 (-4)
Damage immunities
poison
Condition immunities
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses
blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages
understands commands given in any language but can't speak

Traits

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. 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.

Actions

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.

Reactions

Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

How many shield guardians for a fight?

A shield guardian is worth 2,900 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many shield guardians fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
5th—11
6th—11
7th112
8th122
9th123
10th234
11th245
12th356
13th357
14th468
15th4710
16th5812+
17th6912+
18th61212+
19th712+12+
20th812+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the shield guardian compares at CR 7

Against the 5 other challenge 7 monsters in the SRD 5.1, the shield guardian has more hit points than 4 of them, which makes it one of the toughest at its CR. See every CR 7 monster.

StatisticShield GuardianCR 7 average
Armor Class1716
Hit points142128
Best attack bonus+7+8

Shield Guardian 2024 stat block

The 2024 Monster Manual revised the shield guardian, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
17
Hit Points
142 (15d10 + 60)
Speed
30 ft.
Challenge
7 (2,900 XP)
STRDEXCONINTWISCHA
18 (+4)8 (-1)18 (+4)7 (-2)10 (+0)3 (-4)
Damage immunities
poison
Condition immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
darkvision 60 ft., blindsight 10 ft., passive Perception 10
Languages
Understands commands given in any language but can’t speak

Traits

Bound. The guardian is magically bound to an amulet. While 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. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (round up) is transferred to the guardian.

Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Spell Storing. A spellcaster who wears the guardian’s amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster’s spellcasting ability. The stored spell is then lost.

Actions

Multiattack. The guardian makes two Fist attacks.

Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage.

Reactions

Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.

Similar monsters

Browse: all CR 7 monsters · constructs · every monster