This small glowing orb radiates light similar to that of a lantern. Small filaments of electrical energy dance across its illuminated surface.
Defender Globe CR 3
AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1 dodge, +1 size)
hp 26 (4d10+4)
Fort +2; Ref +7; Will +5
Defensive Abilities awareness, defensive aura; Immune electricity; Resist cold 10, fire 10
Speed 5 ft., 40 ft. fly (perfect)
Ranged electrical bolt +8 (2d6 electricity)
Spell-Like Abilities (CL 4th)
A defender globe cannot be surprised or flanked.
A defender globe can cease or resume flight as a free action. The ability is supernatural, so it becomes ineffective in an antimagic field, and the defender globe loses its ability to fly for as long as the antimagic effect persists.
Using more powerful incantations can bind the globes for longer periods (GM’s discretion.) They can understand, but not speak, any language spoken by their summoner. The summoned globes can understand simple orders, and carries out their last order until destroyed or dismissed.
Rappan Athuk © 2012 Frog God Games; Authors: Bill Webb, Matt Finch, Clark Peterson, WDB Kenower, Greg Raglund, Greg Vaughan, and Skeeter Green.