Saithis Bladewing
2006-10-27, 06:06 PM
Tomb Guardian
Size/Type: Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: -3 (Dex)
Speed: 20 ft.
Armour Class: 11 (-3 dex, +4 chain shirt)
Base Attack/Grapple: +1
Attack: 2 claws +3 melee (1d6+2)
Full Attack: 2 claws +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of the Raider, spawn guardian.
Special Qualities: Undead traits, damage reduction 5/bludgeoning.
Saves: Fort --, Ref -3, Will +3
Abilities: Str 15, Dex 4, Con Ø, Int 11, Wis 11, Cha 10
Skills: Hide +2, Move Silently +2, Knowledge (nobility) +5, Knowledge (history) +5
Feats: Power Attack
Environment: Any
Organization: Solitary, Gang (2-10)
Challenge Rating: 2
Treasure: Standard.
Alignment: Always lawful evil.
Advancement: 3-4 (Medium), 5-8 (Large)
Level Adjustment: --
A great, terrible howling echoed through the room as the decreipt skeleton burst from the sarcophagus set into the wall of the crypt. Its hands were long and elongated, forming deadly claws, and into the forehead of its skull was set a glowing green jewel. "You come here to take the precious things of the fallen; a curse upon you, tomb robber!" it screamed.
The rich and wealthy fear for their bodies. They fear for what might happen to them if graverobbers break in and desecrate their tombs for what little treasure they might have. Created through dark magics, these unholy beasts remain utterly loyal to the family whose tomb they guard and are incapable of denying their orders. Bound to this tomb, they and any other arisen corpses defend it with their lives. But they are merely the nexus of a greater power, for they proclaim a curse upon all would-be graverobbers that allow them to multiply and chase down thieves of their masters' riches in great numbers and with great ferocity.
At first, they seem rather similar to an ordinary skeleton. As one offers closer examination, however, the differences become clear. The bones have a sleek, almost metallic sheen to them and are very sturdy compared to those of ordinary skeletons. They wear a shirt of dull metal chain, ragged and disintegrating. Their hands have become long and elongated, serving as crude claws, though some may be given weapons to use by their masters. Red points of light burn in their empty eye sockets like dark fire, hungry for the blood of those who intrude. In the fore of their skull, just above and between the eyes, is set a shining green jewel that remains visible even through the darkest of chambers, revealing their position to all.
Tomb Guardians speak Common and any languages they may have spoken in life.
Combat
Tomb Guardians, though hardly stupid, tend to become overwhelmed by a bloodlust during battle. Eager to unleash punishment upon those who can feel the pain they wish they could feel, they charge towards the opponent they perceive to be weakest and unleash a furious assault until either they or their foes are dead.
Curse of the Raider (Su): Those who enter a crypt with the intent to steal its contents become marked by the Tomb Guardian who guards it. This is a free action and offers no saving throw to resist or negate its abilities. Though a Tomb Guardian will kill any who enters its lair, if it feels that the treasure it protects is threatened, the curse offers not only a reminder to itself of the danger the intruder represents, but also serves as a beacon. If someone marked by the Raider's curse takes any treasure from the Guardian's tomb, he instantly begins to attract attention from the bodies of would-be tomb raiders who had fallen. Every day, the cursed subject rolls 1d20. On a result of a 1, 1d4 Tomb Guardians rise from the ground within one mile of the cursed individuals position, moving to hunt it down. If the cursed individual sells or hands over their treasure to another being, the curse changes hands with the item. The new owner becomes subject to the effects of the curse. If the items stolen are returned to the crypt, whoever was cursed by them is freed. This curse may be dispelled by a remove curse spell.
Create Spawn (Su): Anyone killed by a Tomb Guardian may become subject to transformation. If they entered the Guardian's lair with intent to steal treasure, a terrible process begins in the corpse. Seven days after the individual's death, green flames lick at the corpse, burning it down until only bones remain; a single green jewel appears in their skull, and red pinpoints begin to burn within their eyeless sockets. They become a Tomb Guardian, loyal only to the owner of that Tomb. This ability may only affect non-dwarf, medium-sized individuals. Their previous race and class is lost and they become a Tomb Guardian as detailed above. If a raise dead, reincarnate, ressurection or true ressurection spell is used before the transformation is complete, the process is instantly reversed and negated. If the body is on hallowed ground, the transformation's progress is suppressed temporarily, but will continue anew if removed from the hallowed ground. A remove curse spell cast on the body will dispel the effect.
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Let me know what you think. CR2 is just a guesstimation, so it may not be correct. Any input on it would be very helpful. :)
Size/Type: Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: -3 (Dex)
Speed: 20 ft.
Armour Class: 11 (-3 dex, +4 chain shirt)
Base Attack/Grapple: +1
Attack: 2 claws +3 melee (1d6+2)
Full Attack: 2 claws +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of the Raider, spawn guardian.
Special Qualities: Undead traits, damage reduction 5/bludgeoning.
Saves: Fort --, Ref -3, Will +3
Abilities: Str 15, Dex 4, Con Ø, Int 11, Wis 11, Cha 10
Skills: Hide +2, Move Silently +2, Knowledge (nobility) +5, Knowledge (history) +5
Feats: Power Attack
Environment: Any
Organization: Solitary, Gang (2-10)
Challenge Rating: 2
Treasure: Standard.
Alignment: Always lawful evil.
Advancement: 3-4 (Medium), 5-8 (Large)
Level Adjustment: --
A great, terrible howling echoed through the room as the decreipt skeleton burst from the sarcophagus set into the wall of the crypt. Its hands were long and elongated, forming deadly claws, and into the forehead of its skull was set a glowing green jewel. "You come here to take the precious things of the fallen; a curse upon you, tomb robber!" it screamed.
The rich and wealthy fear for their bodies. They fear for what might happen to them if graverobbers break in and desecrate their tombs for what little treasure they might have. Created through dark magics, these unholy beasts remain utterly loyal to the family whose tomb they guard and are incapable of denying their orders. Bound to this tomb, they and any other arisen corpses defend it with their lives. But they are merely the nexus of a greater power, for they proclaim a curse upon all would-be graverobbers that allow them to multiply and chase down thieves of their masters' riches in great numbers and with great ferocity.
At first, they seem rather similar to an ordinary skeleton. As one offers closer examination, however, the differences become clear. The bones have a sleek, almost metallic sheen to them and are very sturdy compared to those of ordinary skeletons. They wear a shirt of dull metal chain, ragged and disintegrating. Their hands have become long and elongated, serving as crude claws, though some may be given weapons to use by their masters. Red points of light burn in their empty eye sockets like dark fire, hungry for the blood of those who intrude. In the fore of their skull, just above and between the eyes, is set a shining green jewel that remains visible even through the darkest of chambers, revealing their position to all.
Tomb Guardians speak Common and any languages they may have spoken in life.
Combat
Tomb Guardians, though hardly stupid, tend to become overwhelmed by a bloodlust during battle. Eager to unleash punishment upon those who can feel the pain they wish they could feel, they charge towards the opponent they perceive to be weakest and unleash a furious assault until either they or their foes are dead.
Curse of the Raider (Su): Those who enter a crypt with the intent to steal its contents become marked by the Tomb Guardian who guards it. This is a free action and offers no saving throw to resist or negate its abilities. Though a Tomb Guardian will kill any who enters its lair, if it feels that the treasure it protects is threatened, the curse offers not only a reminder to itself of the danger the intruder represents, but also serves as a beacon. If someone marked by the Raider's curse takes any treasure from the Guardian's tomb, he instantly begins to attract attention from the bodies of would-be tomb raiders who had fallen. Every day, the cursed subject rolls 1d20. On a result of a 1, 1d4 Tomb Guardians rise from the ground within one mile of the cursed individuals position, moving to hunt it down. If the cursed individual sells or hands over their treasure to another being, the curse changes hands with the item. The new owner becomes subject to the effects of the curse. If the items stolen are returned to the crypt, whoever was cursed by them is freed. This curse may be dispelled by a remove curse spell.
Create Spawn (Su): Anyone killed by a Tomb Guardian may become subject to transformation. If they entered the Guardian's lair with intent to steal treasure, a terrible process begins in the corpse. Seven days after the individual's death, green flames lick at the corpse, burning it down until only bones remain; a single green jewel appears in their skull, and red pinpoints begin to burn within their eyeless sockets. They become a Tomb Guardian, loyal only to the owner of that Tomb. This ability may only affect non-dwarf, medium-sized individuals. Their previous race and class is lost and they become a Tomb Guardian as detailed above. If a raise dead, reincarnate, ressurection or true ressurection spell is used before the transformation is complete, the process is instantly reversed and negated. If the body is on hallowed ground, the transformation's progress is suppressed temporarily, but will continue anew if removed from the hallowed ground. A remove curse spell cast on the body will dispel the effect.
----- -=-=- ----- -=-=- -----
Let me know what you think. CR2 is just a guesstimation, so it may not be correct. Any input on it would be very helpful. :)