Dark Guardian by Kroin
Gargantuan Worm
Hit Dice: 17d12+85 (195 hp)
Initiative: +4 (+4 Dex)
Speed: 60 ft.,burrow 30 ft.,swim 10 ft.
AC: 35 (-4 size, +4 Dex, +25 natural)
Attacks: Slam +28 melee, bite +23 melee, 2 tail +23 melee, sting +12 ranged
Damage: Slam 3d12+15, bite 4d10+7, tail 1d10+7, sting 2d10+7
Face/Reach: 20 ft. by 20 ft.
Special Attacks: Breath Weapon
Saves: Fort +15, Ref +14, Will +10
Abilities: Str 40, Dex 19, Con 20, Int 10, Wis 10, Cha 0
Skills: Hide +34, Intimidate +50, Swim +37
Feats: Rapid Shot

Environment: Any land,marsh
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 18-34 HD (Gargantuan); 35-51 HD (Colossal)


An un-natural wormlike creature created by a forgotten ritual. Its purpose is the protect something, anything with it's life. A creature with little weaknesses, and only destroyable by a strong creature larger then itself, or an army of highly powerful warriors. Ultimatly, no one will come within 500ft of it and walk away with bragging rights.

A giant worm shaped creature who's sole purpose is to guard a certain area for a long period of time. It does not live in the world normally, but can be summoned by a strange, unknown ritual. The Gaurdians are formed by all of the nearby spirits and nearby energy floating around. Once a Gaurdian is summoned, it will never leave its given location except for protection. When not fighting, it just maintains it's post, not moving an inch, watching and waiting for something to come near., A giant worm shaped creature who's sole purpose is to guard a certain area for a long period of time. It does not live in the world normally, but can be summoned by a strange, unknown ritual. The Gaurdians are formed by all of the nearby spirits and nearby energy floating around. Once a Gaurdian is summoned, it will never leave its given location except for protection. When not fighting, it just maintains it's post, not moving an inch, watching and waiting for something to come near.

Combat
The Dark Guardian is an incredibly vicious fighter once its area of protection is invaded. If something gets too close, it will open up combat with it's breath weapon, usually enough to close the fight. But if its not enough, it will then begin to charge and ram into its enemies. Occasionaly, it will wrap it's tail around the enemy to trap it, and then do tail attack damage for 3 turns, then releasing it. It will sometimes bite into the opponent then either swallow it or slam it against the ground. The only way to destroy the Gaurdian is to hurt it enough to get it to glow. Once this happens it will also stop moving, giving you time to finish it off. To defeat it at this point, you need to open up it's stomach and find a large crystal, about 5 ft long, and destroy it. Once you do this, the Gaurdian will be gone, and the spirits and energy used to make it will be released. After 5 hours glowing, if the crystal is still intact, the Gaurdian will be completely regenerated.

The Dark Guardian has only one incredibly poweful attack, its breath weapon. It will absord energy into its mouth and fire straight upwards, making a rain of energy beams fire in a 500ft diameter , doing a total of about 7d10 damage.

Society
Since the Dark Guardian is an un-natural creature, it has no social habits and major effects on society.

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

 



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