A violet rune glows in the center of this red-skinned fiend’s forehead.
Guardian Spirit CR 4
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +5; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +10
AC 20, touch 18, flat-footed 14 (+5 Dex, +1 dodge, +2 natural, +2 size)
hp 32 (5d10+5); fast healing 2
Fort +2, Ref +9, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 15
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +11 (1d4+1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks smite threat 1/day
Spell-Like Abilities (CL 6th; concentration +10)
Constant—detect good, detect magic
At will—guidance, invisibility (self only, DC 17)
1/day—augury, call lightning (DC 19), protection from chaos, suggestion (DC 19)
1/week—commune (6 questions, CL 12th)
Str 12, Dex 20, Con 12, Int 15, Wis 14, Cha 20
Base Atk +5; CMB +4; CMD 18
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +12, Bluff +13, Fly +25, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +10, Sense Motive +7, Spellcraft +10
Languages Common, Draconic, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), fated guardian, guardian spirit 4th level
Sting—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Environment any (Hell)
Organization solitary or with ward
A guardian spirit is bound to the fate of a mortal being (called its “ward”). This bond may be formed by any number of beings or events carrying the weight of destiny, such as deities, the Eldest, norns, and mythic creatures and magic.
A spirit can bind itself willingly if it believes that doing so is likely to further its agenda, give it more power, or allow it access to the world of mortals. Mortals can generally invoke a guardian spirit only with summoning and calling spells.
Section 15: Copyright Notice