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    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

    This Adamant Guardian was created using the following template.

    "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.