Guardian Beasts
Revered in ancient legends and recounted in hushed tones by mystics, the Guardian Beasts are powerful entities tasked with the sole purpose of protecting the most sacred and ancient sites.
These mythical creatures have been present since the dawn of time, having been chosen by deities, powerful sorcerers, or the natural order itself to ensure that the most hallowed places on earth remain untouched by the uninvited or malevolent. From cryptic temples nestled high in the mountains to sunken cities forgotten beneath the waves, Guardian Beasts stand vigilant, with their presence often being the last obstacle between interlopers and the ancient secrets they guard.
Tier 4
Guardian Ape
Enormous, Beast
Tier 4, Challenge Point 50, XP: 200
Attributes
AC 16 AP 3 HP 411 Posture 208
- Passive Insight/ Perception 17
- Language None
Movement
Base/Climb 45 Swim 30 Dash 60 Stats + Skills
STR +11 DEX +8 INT -2 WIS +7 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Second Phase Once you reach 0 HP, instead of dying, you become a Headless Guardian Ape
Abilities
Guardian You ignore Disengage when making any Attacks of Opportunities.
Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 19), or be pushed 10 feet away and become Stunned and Knocked Prone.
Actions (4)
Bite Hit +11, Dmg 2d12 thrust
Armor Piercer: You ignore 3 AP
Stone Grip Hit +11, Dmg 2d12 strike
Grapple: On a hit, the target becomes Grappled by you. You can Grapple up to 2 Large or smaller size creatures at once.
2 Strikes in One Hit +11, Dmg 2d12 strike
Grappled Impact: You can only use this Attack if you are grappling a creature. On a hit, both the target you hit and the creature you are grappling take the damage.
Big Punch Hit +11, Dmg 2d12 strike
Smash: All creatures within 20 feet of you take 1d12 strike damage.
Throw Shit Hit +11, Dmg 2d10 strike
Ranged Attack (30/60)
Poison Hit: On a hit, the target must succeed on an Endurance Save (DC 19), or become Poisoned (1d10, 1 turn). A creature that is already Poisoned takes 1d10 extra poison damage instead.
Triumph: This Action has a limit of once per round.
Reactions
- Territorial If a creature within 30 feet of you moves, you can make 1 Attack of Opportunity against that creature if possible.
Headless Ape
Enormous, Beast/ Undead
Tier 4, Challenge Point 50, XP: 200
Special Loot: Head Cutter (Very Rare Weapon)
Attributes
AC 5 AP 3 HP 111 Posture 47
- Passive Insight/ Perception 7
- Language None
Movement
Base/Climb 45 Swim 30 Dash 60 Stats + Skills
STR +11 DEX -3 INT -5 WIS -3 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Frenetic Agony On the end of each creature turn, you can make 1 Death Scream Attack if possible.
Abilities
Headless You can reduce the damage of Critical Hits against you by 1d6.
Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
Actions (1)
Throw Head Hit +11, Dmg 2d12 thrust
Armor Piercer: You ignore 3 AP
Grapple: On a hit, the target becomes Grappled by you. You can Grapple only 1 Medium or smaller creature at once.
Throw Attack (60/120)
Return: Once you throw your own head away, it comes back to your hand. The creature you grabbed with your head returns to you as well.
Death Scream All creatures within 30 feet of you must make an Endurance Save (DC 19). On a fail, a creature takes becomes Scared of you for 1 turn and takes 2d10 sonic and 2d10 dark damage. On a success, it only takes half that damage
Reactions
- Territorial If a creature within 30 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.
Guardian Serpent
Enormous, Beast
Tier 4, Challenge Point 50, XP: 200
Attributes
AC 17 AP 3 HP 306 Posture 159
- Damage Immunities: Poison
- Passive Insight/ Perception 19
- Senses Blind Senses, Ethereal Vision
- Language None
Movement
Base/ Climb/ Swim 45 Dash 40 Stats + Skills
STR +6 DEX +9 INT -1 WIS +9 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
Serpent's Gaze When you roll Initiative, all creature within 60 feet of you must succeed on an Insight Save (DC 17), or become Scared of you for 1 turn. While Scared this way, the creature is also Paralyzed.
Second Phase Once you reach 0 HP, instead of dying, your body and soul are separated. Your body turns into an Undead Serpent Corpse, while your soul turns into an Ascended Guardian Serpent. Both body and soul act together on the same turn.
Abilities
Grappler You gain advantage to all Attacks against a creature you are grappling, and any Brawling Save to escape your grapple is made with disadvantage.
Guardian You ignore Disengage when making any Attacks of Opportunities.
Pain Tolerance Your Passive Concentration is 32
Actions (3)
- Bite Hit +9, Dmg 2d10 thrust + 1d10 poison
- Armor Piercer: You ignore 2 AP
- Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 17) or be swallowed by you if it’s Large or smaller. While swallowed:
- • Shares the same space as you.
- • Is in Full Cover.
- • Becomes Paralyzed if it has 0 Posture.
- • Takes 2d8 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
- You can have 2 creatures swallowed at once, but you vomit if you lose Concentration.
- Triumph: This Action has a limit of once per round.
- Constrict Hit +9, Dmg 3d10 strike
- Containment: On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
- You can only grapple 2 creatures at once.
Reactions
- Reactive Attack When a creature within 5 feet of you Attacks, you can use your Reaction to make 1 Attack of Opportunity against that creature.
Undead Serpent Corpse
Enormous, Beast/ Undead
Tier 4, Challenge Point 50, XP: 200
Special Loot: Guardian Serpent Eye (Very Rare Accessory)
Attributes
AC 17 AP 3 HP 106 Posture 59
- Damage Immunities: Brain, Poison, Psychic
- Damage Weakness Light
- Passive Insight/ Perception 8
- Senses Blind Senses, Ethereal Vision
- Language None
Movement
Base/ Climb/ Swim 45 Dash 40 Stats + Skills
STR +6 DEX +9 INT -4 WIS -2 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Pain Tolerance Your Passive Concentration is 32
Undead Plague When you kill a creature, it turns into an Undead with the same Tier it had while alive.
Undead Mind You are immune to being Confused, Enchanted or Scared.
Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 17) or become Poisoned (1d10, 1 turn).
A creature that is already Poisoned takes 1d10 poison damage on a fail instead.
Actions (3)
- Bite Hit +9, Dmg 2d10 thrust + 1d10 poison
- Armor Piercer: You ignore 2 AP
- Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 17) or be swallowed by you if it’s Large or smaller. While swallowed:
- • Shares the same space as you.
- • Is in Full Cover.
- • Becomes Paralyzed if it has 0 Posture.
- • Takes 2d8 acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage.
- You can have 2 creatures swallowed at once, but you vomit if you lose Concentration.
- Triumph: This Action has a limit of once per round.
- Constrict Hit +9, Dmg 3d10 strike
- Containment: On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
- You can only grapple 2 creatures at once.
Reactions
- Relentless If you would be reduced to 0 HP by a damage that isn't Fatal, you can use your Reaction to make an Endurance Save (DC 15). On a success, you are reduced to 1 HP instead.
Ascended Guardian Serpent
Enormous, Beast/ Celestial
Tier 4, Challenge Point 50, XP: 200
Attributes
AC 6 AP 0 HP 98 Posture 59 Mana 30
- Damage Immunities: Acid, Bleed, Brain, Cold, Electric, Fire, Light, Slash, Strike, Thrust, Poison
- Damage Weakness: Dark
- Passive Insight/ Perception 19
- Senses Blind Senses, Ethereal Vision
- Language None
Movement
Base/ Fly (Hove) 45 Climb/Swim 0 Dash 40 Stats + Skills
STR -2 DEX -2 INT +1 WIS +9 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Between Realms: You can cast the Ethereal Walk spell, without using any materials and with a casting time of 1 minute.
Beyond Time: You are unaffected by the effects of chronomancy spells.
Curse Immunity You are immune against being cursed
Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d6 light damage.
Immaterial Form: You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
Spell Skill: Spell Hit: +9, Spell DC (17)
Actions (1)
Cast Spell You can cast the following spells:
At Will: Minor Beam Light
Level 1 (1 Mana): Beam Light
Level 2 (2 Mana): Light Pillar, Revive
Level 3 (4 Mana): Banish Evil, Mass Healing
Level 4 (6 Mana): Great Beam Light, Sun Orb
Guardian Lion
Large, Beast
Tier 4, Challenge Point 50, XP: 200
Attributes
AC 16 AP 0 HP 308 Posture 160
- Passive Insight/ Perception 18
- Senses Dark Vision
- Language Celestial Speech
Movement
Base/ Climb 45 Swim 25 Dash 50 Stats + Skills
STR +8 DEX +10 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Second Phase Once you reach 0 HP, instead of dying, you become a Sun Lion.
Abilities
Blood Frenzy Once per round, you can Bite 1 target that is Bleeding as a Free Action.
Fast Impulse You're on fast terrain during the turns that you Dash.
Guardian You ignore Disengage when making any Attacks of Opportunities.
Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action.
Actions (3)
Bite Hit +10, Dmg 2d12 thrust
Armor Piercer: You ignore 3 AP
Claw Hit +10, Dmg 2d12 slash
Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Lion's Roar All creatures within 20 feet of you must make an Endurance Save (DC 18), taking 2d12 sonic damage on a fail, or half as much on a success.
A creature that takes this sonic damage must also succeed on an Insight Save (DC 18), or become Scared of you for 1 turn.
Triumph: This Action has a limit of once per round.
Reactions
- Reactive Attack When a creature within 5 feet of you Attacks, you can use your Reaction to make 1 Attack of Opportunity against that creature.
Sun Lion
Large, Beast/ Celestial
Tier 4, Challenge Point 50, XP: 200
Special Loot: Lion Pride Hide (Very Rare Armor)
Attributes
AC 16 AP 0 HP 108 Posture 60
- Passive Insight/ Perception 18
- Senses Dark Vision
- Language Celestial Speech
Movement
Base/ Climb 45 Swim 25 Dash 50 Stats + Skills
STR +8 DEX +10 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Beyond Time: You are unaffected by the effects of chronomancy spells.
Curse Immunity You are immune against being cursed
Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
Fast Impulse You're on fast terrain during the turns that you Dash.
Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 18) or take 1d12 fire damage and become Ignited (1d8).
Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d8). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action.
Actions (3)
Radiant Bite Hit +10, Dmg 2d12 thrust + 1d12 light
Armor Piercer: You ignore 3 AP
Fire Claw Hit +10, Dmg 2d12 fire
Ignite: On a hit, that target becomes Ignited (1d6).
Sonic Blast Roar All creatures within 20 feet of you must make an Agility Save (DC 18). On a fail, they take 3d12 fire damage and become Ignited (1d6). On a success, they only take half that damage.
Triumph: This Action has a limit of once per round.
Reaction
- Bright Look Before a creature makes an Attack against you, you can use your Reaction to throw light on its face. That creature must then succeed on a Reflex Save (DC 18), or become completely Blinded for 1 turn.
Guardian Deer
Enormous, Beast
Tier 4, Challenge Point 50, XP: 200
Attributes
AC 15 AP 2 HP 209 Posture 108
- Passive Insight/ Perception 18
- Language Sylvan
Movement
Base 35 Climb/ Swim 25 Dash 50 Stats + Skills
STR +9 DEX +5 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Second Phase Once you reach 0 HP, instead of dying, you become a Thorn Deer.
Abilities
Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Antler Strike as a Free Action.
Guardian You ignore Disengage when making any Attacks of Opportunities.
Giga Charge If you Dash, you can pass through the space of any Medium or smaller size creature, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC 17), or take 2d12 strike damage and become Knocked Prone.
Actions (3)
- Antler Strike Hit +9, Dmg 2d12 strike
- Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
- Long Reach: The reach of this Attack is 10 feet.
- Hooves Hit +9, Dmg 2d12 strike
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
- Crushing Weight: If you hit a Large or smaller target that is Knocked Prone, that target takes extra 1d12 damage
Reactions
- Panic Attack If you would take any damage, you can use your Reaction to make 1 Attack before that damage is taken.
Thorn Deer
Enormous, Beast/ Plant
Tier 4, Challenge Point 50, XP: 200
Special Loot: Ancestral Natural Armor (Very Rare Armor)
Attributes
AC 15 AP 3 HP 309 Posture 158
- Passive Insight/ Perception 18
- Language Sylvan
Movement
Base 35 Climb/ Swim 25 Dash 50 Stats + Skills
STR +9 DEX +5 INT -1 WIS +8 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Thorn Antler Attack as a Free Action.
Giga Charge If you Dash, you can pass through the space of any Large or smaller size creature, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC 17), or take 2d12 strike damage and become Knocked Prone.
Plant Regeneration You regain 2d6 HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.
Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it takes 1d12 thrust damage.
Actions (3)
Thorn Antler Hit +9, Dmg 2d12 strike or thrust
Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Charge Attack: If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone.
Long Reach: The reach of this Attack is 10 feet.
Vines Hit +9, Dmg 1d10 slash
Light Attack: You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
Containment: On a hit, a Large or smaller creature becomes grappled by you. A creature grappled this way also becomes Contained.
You can only grapple 2 creatures at once.
Long Reach: The reach of this Attack is 30 feet.
Shoot Spikes Hit +9, Dmg 5d4 thrust
Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Ranged Attack (60/120)
Reaction
- Spike Defense When a creature hits a Melee Attack against you, you can use your Reaction to shoot spikes everywhere. All creatures within 30 feet of you must succeed on a Reflex Save (DC 17), or take 5d4 thrust damage.