Mechanical Legs:
Guardians have up to 6 Mechanical Legs. Each legs has 30hp and grants, +4 Strength, +3 Dexterity, +1 AC, +10ft Movement, and +10ft Climbing Movement. Half of all damage dealt to the legs is dealt to the Guardian.
Targeting Optic:
The Guardian's Eye Beam locks onto it's target with a red laser viable to all creatures. A Guardian can target any creature within 500 feet it has line of sight on. All Eye Beams are rolled normally.
Vulnerable Eye:
Attacks to the Guardian's eye (Critical Hits) reset its Targeting Optic, Incapacitating the Guardian until the end of its next turn.
Active Glow:
While Guardians are active, they glow purple, producing 30 ft of dim light around it.
Inactive:
Guardians are able to enter a dormant state. While in this state, the Guardian is indistinguishable from a Guardian corpse. Upon taking damage, the Guardian will become active again. Guardians can become active again as a free action.
Eye Beam. Ranged Weapon Attack: +4 to hit, range 30/120/500 ft., one target. Hit: 40 (8d8 + 10) force damage. 8d8+10 The target must be a creature. The creature must succeed on a Dexterity saving throw vs the Guardian's attack roll or be hit by the Eye Beam. The creature has disadvantage on the saving throw if within 30 feet of the Guardian, and advantage if beyond 120 feet. Creatures hit are pushed 5 ft away and knocked prone.
Dormant: Upon taking damage, the Guardian can become Inactive. This can only be done once per encounter.