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Against the Shadow  |  Creatures  |  The Guardian of the Deep
The Guardian of the Deep

The Guardian of the Deep

Large Aberration

Hit Dice: 10d8+63 (108 hp)
Initiative: -2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 22 (-1 size, -2 Dex, +15 natural), touch 7, flat footed 22
Base Attack/Grapple: +7/+17
Attack: Slam +13 melee (3d6+6)
Full Attack: Slam +13 melee (3d6+6) plus 6 claws +11 melee (2d6+3) and 3 bites +11 melee (2d4+3)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Broken Teeth, stunning strike, bursting roar
Special Qualities: Darkvision 60 ft., fast healing 5, sundering scales, sonic immunity, stability
Saves: Fort +10, Ref +1, Will +3
Abilities: Str 22, Dex 7, Con 24, Int 15, Wis 2, Cha 2
Skills: Climb +23*, Jump +9, Listen +10, Search +12, Spot +10
Feats: Improved Sunder B, multiattack, power attack, improved bull rush, awesome blow
Challenge Rating: 11
Alignment: Neutral Evil

“In the corner of your eye you see in the distance a creature of nightmares, like a scorpion it has a tail protruding from its back, but instead of a single sting it has a large tail with spikes, its body shifts and moves, changing the shadow it casts ahead, 6 powerful pincers are found on its side, moving like they feel you, in its front a large set of small dark blue eyes fit every place, like a spider’s, then it has 3 tentacle like mouths with small yellow teeth, at least 3 rows of them are visible, this creature’s fangs must not only hurt, they must easily brake inside ones flesh.

It is then, that you hear a terrible sound, like a scream from a terror yet unknown, and soon after you heart it, your own flesh burst open, blood spilling all around.”


Combat

The Guardian starts any combat with a sundering roar directed at the best-equipped of its enemies, then quickly wades into the midst of melee and lashes out at any target within reach of its attacks.

If an opponent is especially dangerous, the Guardian will first use a stunning strike against it and then, it will make an awesome blow on that opponent.

Awesome Blow (Ex): As a standard action, the Guardian may choose to subtract 4 from its slam attack roll and deliver an awesome blow. If the attack hits a corporeal opponent smaller than itself, the target must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the Guardian’s choice and fall prone. Opponents can be pushed in a straight line only, and they can’t move closer to the Guardian than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Broken Teeth (Ex): The Guardian’s teeth are not only piercing weapons, but also containers of poison with an extremely fragile structure, this means that any time a bite attack deals damage there is a 50% chance of 1d4 teeth breaking inside the opponents flesh, thus delivering poison to the subject. The subject must make a single Fort save with a DC equal to 17 plus 1 for every teeth broken, the poison initial and secondary damage is 2d6 Dex.

Bursting Roar (Su): Once every 1d4+1 rounds, the Guardian of the Deep may target one creature or object within 60 ft. of it, this creature or object must succeed at a Ref save (DC 22, save for half) or suffer 12d6 points of damage, the equipment the creature carries suffers half of the damage if the save fails and none if the save is successful. In addition, all creatures within 60 ft of the Guardian must also suceed at a Fort save DC 18 or be defeaned for 2d4 rounds, including the target.

Stunning Strike (Ex): The spikes in the Guardian’s tail are always coated with a substance that works like s small numbing poison, any creature hit by a slam attack must succeed at a Fort save DC 20 or be stunned for 1d4 rounds.

Fast healing (Ex): The Guardian of the Deep regains hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow it to regrow or reattach lost body parts.

Sundering Scales (Ex): The scale plates that covers the Guardians body are always moving and rubbing against each other, producing a sound of trees rubbing together in a high wind which can be heard up to 100 ft. Anyone who strikes the Guardian with a slashing or piercing melee weapon must make a Ref save DC 13 or the scales shift and crush the weapon, dealing 4d6+5 points of damage to the weapon and tearing it from the victim’s grasp. The weapon or its pieces land at the attacker’s feet.

Stability (Ex): The Guardian is incredibly stable and cannot be tripped, in addition, it gains a +20 stability bonus to Str checks made to avoid being bull rushed.

Skills: * The Guardian of the Deep has a +8 racial bonus on Climb checks and may take 10 when making Climb checks even if stress and distractions would normally prevent him from doing so.

Treasures: The Guardian has kept whatever it got from its preys through the years since its release, a secular horror of unmatched power the Guardian of the Deep has taken al of its treasures deep into its lair, into the ruined city of the Darguul.


Author: Nifelhein.

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