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### 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. \pagebreak ### 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. \pagebreak ___ ___ > ## 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. > > - \columnbreak > > ### 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. \pagebreak ___ ___ > ## 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. > > - \columnbreak > > ### 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. \pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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 > \pagebreak ___ ___ > ## 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*. > > - \columnbreak > > ### 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. \pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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. \pagebreak ___ ___ > ## 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.