Guardian by Gerald O'Grady
Large Construct
Hit Dice: 8d10 (44 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (can't run)
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Slam +10 melee
Damage: Slam 1d6+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Armor damage
Special Qualities: Blind Sight, construct, damage reduction 15/+1, Immunities, magic immunity
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con -, Int -, Wis 10, Cha 3

Environment: Any land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)


A Guardian is a large stone construct, built specifically for guarding passageways, entrances or other areas as desired by the creator. Built with a single purpose, it is perhaps one of the most effective protections as it cannot be bribed, cajoled or coerced.

A Guardian is built by a powerful wizard as a means to protect his or her assets. As part of the creation process, the Guardian is assigned its task, which can never be altered. It's creator can decide up to 4 people who can pass the Guardian without harm. These people can be changed over time by the creator, but no more than 4 can be given permission to pass at any one time. A Guardian can appear however the creator wishes, but usually it is a very large, stone creature, humanoid in shape. It is weaponless, it's attacks delivered with it's powerful arms. It moves surprisingly quickly on massive legs.

Combat
Perhaps the most frightening thing about the Guardian is it's increasing combat abilities. As the Guardian continues to battle, it becomes more powerful. After every two rounds of combat, it's movement increases by 10', and it's damage die is increased, to a maximum of d12. Once the maximum damage die is reached, it's strength increases by 2 every two rounds. After every 10 rounds of combat, the Guardian will have an extra attack each round.A Guardian will not necessarily attack immediately. It's creator can decide how many warnings will be given and what those warnings will be, including verbal warnings.

Construct: Constructs are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also works on objects). They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Constructs can not be raised or ressurected. Constructs have darkvision with a range of 60 feet.

Armor Damage: Each successful hit has a 25% chance of damaging any armor worn. If it does, the armor bonus is reduced by 1. Upon equaling the total bonus of the armor, the armor is ruined. Cost to repair is based on the original ratio of the cost to the bonus.

Blind Sight: A Guardian can sense all creatures, regardless of the conditions, to distance of 120'.

Magic Immunity: A Guardian is immune to all magic unless it would normally affect stone. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds with no saving throw, while transmute mud to stone heals all of it's lost hit points. A stone to flesh spell does not actually change the Guardians structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those which cause damage).

Society

This creature has not yet been play tested.
This is not a kender type creature.

 



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