Guardian Beast (3.5e Template)
Guardian Beast
3e Summary::Guardian Beasts are beings which have been altered by incredibly powerful beings, such as celestial paragons or archdevils, in order to guard something of great importance to them on the material plane. Guardian Beasts are, as a rule, far more powerful than their regular kin. The flesh of a Guardian Beast becomes streamlined and covered with mystic runes that glow in a colour representing the alignment of whatever being created it. Despite this, guardian beasts are always Neutral in alingment.
Guardian Wyvern
Size/Type: | Huge Dragon (Augmented) |
---|---|
Hit Dice: | 14d12+28 (119 hp) |
Initiative: | +0 |
Speed: | 30ft. (6 squares), fly 80ft. (poor) |
Armor Class: | 41 (-2 size, +1 dex, +12 deflection, +20 natural), touch 21, flat-footed 40 |
Base Attack/Grapple: | +14/+36 |
Attack: | Sting +15 melee (2d6+14 plus poison/19-20) or talon +15 melee (3d6+14) or Bite +15 (3d8+14) |
Full Attack: | Sting +15 melee (2d6+14 plus poison/19-20) and bite +13 melee (3d8+14) and 2 wings +13 melee (2d8+7) and 2 talons +13 melee (3d6+14) |
Space/Reach: | 15ft./10ft. |
Special Attacks: | poison, improved grab, Spellbreaker Pentagram, Crushing Force, Frightful Presence |
Special Qualities: | Darkvision 60ft., immunity to sleep and paralysis, immunity to Ability Damage and polymorphing effects, not subject to massive damage, low-light vision, scent, damage reduction 10/magic |
Saves: | Fort +7, Ref +6, Will +6 |
Abilities: | Str 38, Dex 12, Con 30, Int 9, Wis 12, Cha 9 |
Skills: | Hide-1, Listen+13, Move Silently+11, Spot+16 |
Feats: | Ability Focus (poison), Alertness, Flyby Attack, Multiattack, Weapon Focus (Sting), Cleave, Power Attack, Great Cleave, Improved Critical (Sting), Overwhelming Critical (Sting) |
Environment: | any |
Organization: | solitary or pair |
Challenge Rating: | 16 |
Treasure: | double standard |
Alignment: | Neutral, or Neutral Evil |
Advancement: | 15-20 HD (Huge), 21-30 HD (Gargantuan) |
Level Adjustment: | N/A |
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You shudder in fear as something roars from above. Before you can even turn around, an enormous, glowing beast has swooped down and snatched up a member of your party. It has crossed the chamber and dropped the poor guy from fifty feet up before you can even blink. As it turns to face you, you see that its flesh resembles some form of smooth armour. Pulsing lines of red-and-silver light flow down its streamlined body.
Guardian Wyverns, alternatively known as Wyvern Lords, are wyverns transformed by a Neutral Deity to protect one of its holy sites.
A Guardian Wyvern's body is 20 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 30 feet. A Guardian Wyvern weighs about one ton.
Guardian Wyverns can speak Draconic, Celestial and Infernal, but usually settle for a loud hiss or a deep-throated roar, like that of a bull alligator.
Combat
Guardian Wyverns are particularly more aggressive, and notably smarter, than their lesser kin. However, their tactics are largely the same: it dives from the air, snatching the opponent with its talons and stinging it to death. A guardian wyvern can slash with its talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, a guardian wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Frightful Presence (Ex): a Guardian Wyvern can inspire fear by snarling or snatching up a foe. everyone within 40 feet of a Guardian Wyvern who witnesses the action must succeed on a DC 17 Will save or become shaken. The save is Charisma-based.
Crushing Force (Su): Once every 15 rounds, a Guardian Wyvern can create a very localised gravity field on or near its opponents. Anyone caught in the radius must make a DC 24 Fortitude save or else lose half their remaining hit points. The save is Constitution-based and reduces the damage to one-quarter of their remaining hit points. This ability does not affect beings with more HD than a Guardian Wyvern. Using this ability is a full-round action.
Spellbreaker Pentagram (Su): a Guardian Wyvern projects an aura which distorts the effects of any spells cast within sixty feet of the beast. It, of course, is not affected by its own power. Every time a spell is cast, roll percentile.
- 01–19 Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.
- 20–23 A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster.
- 24–27 The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make Concentration checks (DC 15 + spell level) to cast spells.
- 28–31 The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range spells, or 80 feet for long range spells.
- 32–35 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
- 36–39 The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell.
- 40–43 The spell does not function. Instead, a deeper darkness and a silence effect cover a 30-foot radius around the caster for 2d4 rounds.
- 44–47 The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.
- 48–51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this a glitterdust effect with a save DC of 10 + the level of the spell that generated this result.
- 52–59 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up.
- 60–71 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
- 72–98 The spell functions normally.
- 99–100 The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect.
Skills: a Guardian Wyvern has a +3 racial bonus on spot checks.
Creating a Guardian Beast
Guardian Beast is an aquired template that can be applied to any creature other than constructs, humanoids or the undead. The creature, hereafter referred to as the base creature, uses all of the base creature's statistics and abilities except as noted here. If the base creature's type changes, do NOT recalculate its Hit Dice, base attack bonus, saves or skill points. Otherwise, follow the instructions below.
Size and Type
Animals and vermin with this template become magical beasts, and all other creatures get the Augmented Subtype. Also, the base creature's size increases to the next one avaiable if it has more than 12 HD after it becomes a Guardian Beast.
Hit Dice
Double the base creature's HD, or increase the humber to 10, whichever is greater. Do not change the racial HD of the base creature if it is now a Magical Beast.
Speed
Increase base land speed by 10 feet. Increase flight/burrow/swimming speed (if applicable) by 20 feet (Note that the quality of the flight does not change; the creature simply moves faster now).
Armor Class
Guardian Beasts, due to the powerful magics which churn within them, gain a deflection modifier equal to their new total HD minus 2. Also, their flesh becomes like armour, granting them natural armour equal to their new total HD plus 6.
Attack
The amount of damage dealt increases by one (1) die. This means that an attack normally dealing 2d6 points of damage would instead inflict 3d6. Don't forget to factor in the creature's new Strength modifier when calculating damage.
Full Attack
As the above.
Special Attacks
The base creature retains all of its special abilities, and their DCs increase by +5. Also, it gains the following:
Frightful Presence (Ex): The creature's very appearance now fills men with dread, and inspires terror by snarling, charging or attacking. A will save with a DC of 10 plus the original total HD plus the base creature's charisma modifier must be made to avoid being shaken. The save is Charisma-based.
Crushing Force (Su): The creature can create a powerful and highly localized gravity field with a 10ft. radius on or near an opponent. This attack shaves off half the target's remaining hit points, although the damage is reduced to one-quarter by a successful fortitude save. The save is Constitution-based, and the DC is equal to the base creature's current total HD plus 10, plus its Charisma modifier. Using this ability is a full-round action, and anything with more HD than the Guardian Beast is unaffected.
Special Qualities
The base creature retains all of its original special qualities, and gains the following:
- Darkvison to 60 feet, or the base creature's darkvison. Whichever has the greater range.
- Immunity to Ability Damage, Energy Drain and Energy Loss; not affected by polymorphing; not subject to massive damage but is still succeptible to critical hits.
Damage reduction /magic:
--10-14 HD: 10/magic
--15-19 HD: 15/magic
--20-25 HD: 20/magic
--26-30 HD: 30/magic
--31+ HD: 40/magic
- Spellbreaker Pentagram (Su): The magic contained within a Guardian Beast's body is so great that it warps and distorts any spells being cast within a sixty foot radius. This does not affect it's own supernatural abilities. Whenever a spell is cast, roll percentile.
--01–19 Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.
--20–23 A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster.
--24–27 The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make Concentration checks (DC 15 + spell level) to cast spells.
--28–31 The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range spells, or 80 feet for long range spells.
--32–35 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
--36–39 The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell.
--40–43 The spell does not function. Instead, a deeper darkness and a silence effect cover a 30-foot radius around the caster for 2d4 rounds.
--44–47 The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.
--48–51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this a glitterdust effect with a save DC of 10 + the level of the spell that generated this result.
--52–59 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up.
--60–71 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
--72–98 The spell functions normally.
--99–100 The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect.
Guardian Beast eat, sleep and breathe, but do not age.
Abilities
Double the Strength and Constitution scores, if the base creature has them. Also, increase the Intelligence score to 9.
Skills
Do not recalculate the base creature's skills when creating a Guardian Beast.
Feats
Several Feats are granted by this template, regardless of whether or not the base creature meets the prerequisites:
- Cleave
- Power Attack
- Weapon Focus (Primary weapon)
- Improved Critical (Primary weapon)
It also gains the following feats, should it meet the prerequisites:
- Great Cleave
- Overwhelming Critical (Primary weapon)
Environment
Any religious site, temple or ruins. The Guardian Beast typically resides at the heart of the dungeon, guarding it throughout the centuries. Whether or not the place is still actually revered is irrelevant, as the Guardian Beasts are bound to watch over it.
Organization
Tyically solitary, although pairs and gangs aren't unheard of.
Challenge Rating
- 10-12 HD: as base creature +3;
- 13-14 HD: as base creature +4;
- 15-17 HD: as base creature +5;
- 18-21 HD: as base creature +6;
- 22+ HD: as base creature +7.
Treasure
Double standard.
Alignment
Always a Neutral alingment. Their exact alignment is represented by a set of pulsing coloured lines which run down the creature's body:
- Neutral (True Neutral): silver
- Neutral Good: blue and silver
- Neutral Evil:red and silver
- Lawful Neutral: pale silver
- Chaotic Neutral: dark silver
Advancement
Advancement by Hit Die.
Level Adjustment
Non-applicable. Player Characters cannot become Guardian Beasts.
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