Adamant Guardian

This huge, marble statue of an angel watches its surroundings with unflinching vigilance.

Adamant Guardian CR 12

XP 19,200
LG Huge construct
Init +4; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +4

AC 25, touch 8, flat-footed 25 (+17 natural, –2 size)
hp 78 (7d10+40)
Fort +3, Ref +3, Will +0
Defensive Abilities hardness 20, mortal coil; Immune construct traits

Speed 30 ft.
Melee 2 slams +17 (2d6+12)
Special Attacks trample (2d6+18, DC 25)
Spell-Like Abilities (CL 3rd; concentration +3)

At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

Str 34, Dex 11, Con —, Int 6, Wis 11, Cha 10
Base Atk +7; CMB +21; CMD 31
Feats Improved Initiative
Skills Diplomacy +5, Fly +4, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech (as per the archon subtype)

Environment any
Organization solitary, pair, or garden (3–12)
Treasure none

Mortal Coil (Ex) An adamant guardian is animated by the spirit of a lantern archon. When the guardian is destroyed, its spirit becomes a lantern archon that occupies one of the squares within its former space and acts on the next initiative count. Whenever at least 24 hours have passed since the creation of the adamant guardian whose destruction produced it, this lantern archon has the ability to merge with a Huge statue as a standard action. When the spirit merges with a statue in this manner, it and the merged statue become a new, full-strength adamant guardian.

“Adamant guardian” is an acquired template that can be added to any non-native outsider with an Intelligence of 3 or greater and a CR of 3 or less, hereafter referred to as the base creature. The base creature uses the statistics of a Huge animated object with the advanced simple template, except as noted below.

CR Creature is CR 12.

Alignment As base creature.

Saves Use the base creature’s base saving throw bonuses.

Senses The creature gains blindsight 120 ft.

Defensive Abilities The creature gains the mortal coil defensive ability. This functions as described in the sample statistics block presented above, except the adamant guardian is animated by the spirit of the base creature, and its spirit becomes that creature if the adamant guardian is destroyed.

Spell-Like Abilities Use the base creature’s spell-like abilities.

Abilities Use the base creature’s Intelligence, Wisdom, and Charisma scores.

Feats Use the base creature’s feats.

Skills Use the base creature’s skill ranks.

SQ The creature has 9 construction points, which are used to purchase the additional attack, metal (adamantine), and trample options available to an animated object, granting defensive abilities and special attacks accordingly. The creature uses the metal (adamantine) option even if the statue it occupies is not made of adamantine, reflecting enhanced hardness granted to it by its animating spirit.

Usually made of stone, but always as hard as the strongest of metals, adamant guardians are statues animated by the spirits of outsiders. The statue itself is just a shell the outsider uses while residing in the mortal world; destroying the shell releases the resident outsider, which can then find a new statue to inhabit.

The most common adamant guardians are lantern archons inhabiting statues of angels. These guardians make use of their excellent senses and resilient outer shells in the defense of various temples. Each is typically encountered in an area containing multiple statues of similar size, allowing it to easily find a new body, should its original statue be destroyed. An adamant guardian not found in the immediate presence of additional statues will use its greater teleport ability to find a new body as needed, and will then return by the same means to continue its battle against intruders.

Section 15: Copyright Notice – Epic Meepo Presents

Epic Meepo Presents: Monsters. © 2011-2012, Eric Morton.
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