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    Default Re: Monster Competition XVI - Built of Faith

    Votive Guardian

    Large Outsider (Native)
    Hit Dice: 10d8+40 (85 hp)
    Initiative: +5
    Speed: 40 (8 squares) Fly 40 (average)
    Armor Class: 24 (+1 Dex, +4 Divine, +10 Natural, -1 Size), touch 14, flat-footed 23
    Base Attack/Grapple: +10/+19
    Attack: Slam +14 melee (1d8+7)
    Full Attack: Slam +14 melee (1d8+7)
    Space/Reach: 10ft/10ft
    Special Attacks: Sanctuary, Blinding Visage, Power of Prayer, Spell-like abilities
    Special Qualities: True Seeing, DR 10/evil or good, SR 25, Darkvision 60ft
    Saves: Fort +11, Ref +8, Will +12
    Abilities: Str 20, Dex 12, Con 18, Int 4, Wis 20, Cha 10
    Skills: Concentration 17, Listen 18, Knowledge (Religion) 10, Sense Motive 18, Spot 18
    Feats: Power Attack, Improved Initiative, Cleave, Great Cleave
    Environment: Any (Church or shrine)
    Organization: Solitary
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always any Good or any Evil
    Advancement: 11-13 Huge, 14-18 Gargantuan, 19-20 Colossal
    Level Adjustment: -

    A tangible nimbus of divine energy surrounds the holy relic lifting it from its pedestal. The visible spiritual power swirls and pulses as the votive guardian rushes towards you.

    A votive guardian can be any object of worship. Statues of a god, a relic of power, an altar, all are potential votive guardians. Legends even speak of entire shrines gaining the powers of a votive guardian. Over time these objects all gain divine power from the prayers given to or near them. Objects prayed to for protection seem to have a greater chance of becoming guardians. The objects are always associated with a deity and normally a specific area whether way shrine or temple. Their alignment matches that of their deity.
    While dormant the guardian appears as a normal object (unless the object itself possesses magical properties). When active it protects an aura of divine power to the appropriate size.
    It is worth noting that votive guardians do eat. Most churches provide food, but for some of the more evil blood sacrifice is done.
    Votive guardians speak Celestial and have a strange tongues ability that only functions for prayers directed towards their deity.


    Combat
    Votive guardians enter combat to protect their church’s worshippers, artifacts, and sacred ground. It casts defensive spells before hand if there is time, then enters the fray with zeal using its blinding visage as soon as it can. Even evil votive guardian’s are willing to fight to the death.

    Sanctuary (Sp) – Once a month a creature (whose alignment can be no more than one step away from the Guardian’s) can claim sanctuary within a Votive Guardian’s shrine. Invoking this ability drains spiritual energy from the one requesting the protection causing them to be fatigued.
    Once invoked the following effect take place. All entrances are affected by Arcane lock and Hold Portal. The area is Hallowed or Unhallowed (depending on the Votive Guardians alignment. A special Antipathy against the invoker’s enemies goes up (DC 23) and a Forbiddance based on the Votive guardian’s alignment is cast (DC 21) (the invoker and church clergy are unaffected by the Forbiddance). This protection lasts for one day.

    Blinding Visage (Su) – The pulsing aura of spiritual energy can produce searing light or enveloping shadow. All creatures whose alignment is different on the good/evil axis are considered blind when within 30ft of votive guardian. Even for those outside this range the votive guardian is considered to have total concealment. This ability lasts 1d6 rounds and the votive guardian must wait one minute before it can project it again.

    Power of Prayer (Ex) – All damage received from a votive guardian’s slam attack is pure divine energy. It by passes any damage reduction, and cannot be healed by either regeneration or fast healing. Rolls to hit are not effected by armor or shields unless those bonuses come from force effects or have religious symbols inscribed on them.

    Object of Prayer (Su) - A votive guardian can also use any of its focus object’s abilities. It can gain AC from armor, attack with a weapon (considered as another primary attack used during a full attack), activate any charges or other abilities an object might posses.

    Spell-like abilities – At will – Detect Good/Evil 3/day Divine Favor, Shield of Faith, Hold Person, Sanctuary, Shield Other, Prayer, Death Ward,
    Caster level 10th. The save DCs are Wisdom based.

    -=-=-=-=-=-=-

    Plot Hooks

    The PCs are hired to steal a relic from a rival church. They are warned that above all else they must not wake the artifact.

    An evil church has begun giving human sacrifices to appease their votive guardian.

    A guardian has begun draining the spiritual energies of a populace involuntarily. The PCs must find out why and how to stop it.

    A fugitive wizard has claimed sanctuary. The PCs must find a way to capture him before he can regain his spells and teleport away.
    Last edited by Thistle; 2007-12-28 at 11:38 PM.
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