Defender Globe (3pp)

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

XP 800
N Small outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +8


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)



Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14
Base Atk +4; CMB +0; CMD 16 (can’t be tripped)
Feats Dodge, Mobility
Skills Fly +20, Knowledge (planes) +4, Perception +8


Awareness (Ex)

A defender globe cannot be surprised or flanked.

Defensive Aura (Ex)

A defender globe adds its Charisma bonus to its AC and CMD as a deflection bonus.

Flight (Su)

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.


Environment any
Organization solitary
Treasure incidental

This small outsider is bound by spellcasters using the summon monster III or lesser planar binding spells, serving for up to 1 day per caster level.

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.

Section 15: Copyright Notice

Rappan Athuk © 2012 Frog God Games; Authors: Bill Webb, Matt Finch, Clark Peterson, WDB Kenower, Greg Raglund, Greg Vaughan, and Skeeter Green.

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