Author Topic: [Creature] Tomb Guardian  (Read 2144 times)

Offline Garryl

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[Creature] Tomb Guardian
« on: August 05, 2014, 12:27:42 AM »
Tomb Guardian creature
The riches that fill many a mummy's crypt can tempt adventurers and treasure hunters to disturb the tomb and risk the traps. Those former rulers that have earned the high favor of dark gods are sometimes granted undying warriors to serve them beyond death and protect their tombs for all eternity. These tomb guardians are fearsome foes, able to strike with the skill of trained swordmasters. While tomb guardians usually remain within the crypts they guard, they sometimes venture forth to find treasures stolen from them.

Tomb guardians appear as mummified humanoids with jackal heads (or like other animals, depending on the god that gifted them). Their armor is as likely to be beneath their bandages as atop them.

Tomb Guardian      CR 5
Usually LE Medium Undead
Init +2; Senses darkvision 60 ft., scent; Listen +10, Spot +10
Languages Common, Infernal
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AC 18, touch 12, flat-footed 16
   (+2 Dex, +5 armor, +1 natural)
hp 38 (5 HD); unholy toughness
Immune undead immunities
Fort +1, Ref +3, Will +4
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Speed 20 ft. in breastplate (4 squares); base speed 30 ft.
Melee masterwork scimitar +8 (1d8+5/18-20) and
   slam +2 (1d6+2 plus mummy rot)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +7
Atk Options Blind-fight
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Maneuvers and Stances known (IL 5th):
   Stances -- holocaust cloak (3rd), roots of the mountain (3rd)
   Strikes -- death coil (3rd), dislocating blow (DC 12) (1st), flashing sun (2nd), stone bones (1st)
   Rushes -- wandering soul (DC 12) (2nd)
   Counters -- bone shield (2nd)
   Disciplines: Desert Wind, Restless Bones, Stone Dragon, Undying Call
   Each of a tomb guardian's maneuvers can be initiated once per encounter, with no recharge.
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Abilities Str 21, Dex 14, Con --, Int 12, Wis 11, Cha 15
Feats Alertness, Blind-fight, TrackB
Skills Listen +10, Spot +10, Survival +8 (+10 when tracking by scent)
Possessions breastplate, masterwork scimitar
Advancement by class; Favored Class Death Knight
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Martial Maneuvers A tomb guardian knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter.
Mummy Rot (Su) Supernatural disease—slam, Fortitude DC 14, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. This otherwise functions just like the mummy rot caused by the slam attack of a mummy.
Unholy Toughness (Ex) A tomb guardian gains bonus hit points, as though from a high Constitution score, equal to its HD x its Charisma bonus (minimum +0).



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« Last Edit: July 08, 2017, 06:53:36 PM by Garryl »