Mageguard Sphere

Tiny Construct, Unaligned
DDB

A mageguard sphere is a small floating device designed to absorb harmful spells that target its ward. The sphere is most often made from wood, steel, brass, or other mundane materials.
Mageguard spheres are most often found in the vicinity of non-adventuring wizards who fear the surreptitious magic of rival wizards over the fangs and claws of marauding monsters.
A mageguard sphere bears a rudimentary intelligence that allows them to emit sounds, speak, and understand written or verbal commands. They normally respond to simple questions with monosyllabic answers and give only nonsensical replies to complex questions that require deeper thought or nuanced responses.
Vain or cunning creators sometimes disguise a mageguard sphere as something else, either to fool potential enemies or to impart an air of mystery or style. Roll or choose from the Mageguard Sphere Appearance table to determine how a creator might disguise their mageguard sphere.

The Mageguard Sphere Is Disguised As...

1d10The Mageguard Sphere Is Disguised As...
1A ball from some sport.
2A bat, stirge, or other flying creature.
3A child's toy.
4A glowing ball of light.
5An Ioun Stone.
6A piece of fruit.
7A rapidly blinking eye.
8A semi-precious gemstone.
9A tiny beholder with wavy eyestalks.
10A will-o'-wisp crackling with static discharges.

Wizards have a long history of using other creatures, including magical constructs, for protection and assistance. Familiars are the most common magical assistants, and shield guardians are among the most common magical bodyguards. However, rarer creatures exist as magical protectors or companions.
The means of creating, controlling, or bonding with more unusual creatures are often heavily guarded secrets only passed along to trusted allies. Magic-users might learn such secrets as members of a magical organization or faction, but usually only the most powerful, influential, or wealthy members are entrusted with this knowledge.
Bonding with these unique magical bodyguards is not as simple as attuning to a magic item or summoning a familiar. It can take months to create and days to forge a bond with these magical bodyguards. This bonding process requires an expenditure of magical and physical energy that can weaken the creator for many days.

AC 14

Initiative +3 (13)

HP 42 (14d4 + 12)

Speed 10 ft., Fly 40 ft. (hover)

STR

4 (-3)

Save -3

DEX

16 (+3)

Save +3

CON

13 (+1)

Save +1

INT

6 (-2)

Save -2

WIS

10 (+0)

Save +0

CHA

6 (-2)

Save -2

Immunities Poison

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 60 ft., Passive Perception 10

Languages Common

CR 2

Traits

Magic Resistance. The mageguard sphere has Advantage on saving throws against spells and other magical effects.

Spell Storing. A spellcaster bonded to the mageguard sphere can cause it to store one spell of level 2 or lower. To do so, the bonded spellcaster must cast the spell on the sphere while within 5 feet of it. The spell has no effect but is stored within the sphere. Any previously stored spell is lost when a new spell is stored. The sphere 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 mageguard sphere makes two Force Burst attacks.

Force Burst. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 12 (2d8 + 3) Force damage.

Reactions

Magical Redirection. Trigger: A spell or other magical effect targets the bonded spellcaster while the bonded spellcaster is within 10 feet of the mageguard sphere. Response: The mageguard sphere becomes the target instead. If the redirected spell or magical effect used a spell slot, the mageguard sphere also regains 1 Hit Point per spell slot.