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Guardian Warrior and Horse

by Jamie Baty

Warrior
DMR2 50
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft. (5 squares) (can't run)
Armour Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Bastard sword +7 melee (1d10 +4)
Full Attack: Bastard sword +7/+2 melee (1d10 +4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 10/bludgeoning, darkvision 60ft., guardian immunities, low-light vision, one with guardian horses
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 19, Dex 12, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organisation: Solitary, Pair, Company (2-5), or Squad (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral, true neutral, or chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: -

The guardian warrior and horse are ceramic constructs created to serve as protectors and bodyguards. Only those who discover the correct magic formula can animate these creatures.
Guardians are often a dull red in colour. Their equipment and accoutrements almost always reflect the fashions of a previous age. Their ceramic eyes and faces seem curiously expressionless, and the figures never bear intricate carvings or beautiful sculpture work. Whenever such guardians move along stone or marble flooring, both warriors and horses alike make eerie, hollow, clopping sounds.
Originally ceramic statues, they were animated by long, lost rituals, forgotten by the current ages. Guardians usually serve as bodyguards or protectors of great treasures, temples, havens, etc.

Combat
Guardian warriors are capable of following simple instructions, but cannot follow complex commands or attack plans. If a guardian horse is available, it will be mounted. They attack with their bastard swords, using them one-handed while mounted and two-handed if on foot.
Lawful neutral warriors will always attack chaotic creatures, and chaotic neutral will always attack lawful creatures. Otherwise they will faithfully execute their original directives.

Damage Reduction (Su): A guardian warrior has damage reduction of 10/bludgeoning.

Guardian Immunities (Ex): Guardian warriors are 100% immune to
acid, fire and any spells that affect vision, such as darkness and blindness.

One with Guardian Horses (Ex): Guardian warriors may ride guardian horses. When mounted on a guardian horse, they are treated as having the following feats: Mounted Combat and Ride-by Attack. The guardian warrior's effective Ride skill is +9.

Shatter Vulnerability (Ex): Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.

Horse
DMR2 50
Large Construct
Hit Dice: 5d10+30 (57 hp)
Initiative: +1 (+1 Dex)
Speed: 50 ft. (10 squares) (can't run)
Armour Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d4 +7)
Full Attack: Bite +9 melee (1d4 +7) and 2 hooves +4 melee (1d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Construct traits, Damage reduction 10/bludgeoning, darkvision 60ft., guardian immunities, low-light vision, shatter vulnerability
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 25, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: ---
Feats: ---
Environment: Any land
Organisation: Solitary, Pair, Company (2-5), or Squad (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -

Guardian horses have the same basic immunities as guardian warriors and become animated by the same magics that animate the warriors. Usually the number of these steeds, which serve as mounts for guardian warriors, equals the number of warriors at any one site. A guardian horse will usually not allow a non-guardian warrior to ride it, unless its animator allows it to do so.

Combat
In battle, these steeds utilise their powerful, ceramic front hooves and wicked bite if not being ridden. Otherwise they follow the commands of their rider.

Damage Reduction (Su): A guardian horse has damage reduction of 10/bludgeoning.

Guardian Immunities (Ex): Guardian horses are 100% immune to acid, fire and any spells that affect vision, such as darkness and blindness.

Shatter Vulnerability (Ex): Shatter inflicts 1d6 points of damage per caster level (maximum of 6d6 damage), with a Reflex save allowed for half damage.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.