Guardian Daemon

Fire-breathing fiends called up by evil spellcasters to guard a treasure, guardian daemons never stray from their charge and may turn on a summoner who bungles the call.

Setting: Core Rules · Sources: MC2 Volume II

Overview

Wicked wizards and priests summon guardian daemons to watch over something precious, and the daemons defend it savagely. There are three grades. Least daemons are often horned and froglike, lesser ones ape- or boarlike, though both vary. A greater guardian daemon is always a huge winged bear with ram's horns on its brow and eagle talons for hands. All speak every language.

Combat

Three times a day a guardian daemon can breathe a cone of fire 30 feet long and 10 feet wide at the end: 3d6 damage for a least daemon, 5d6 for a lesser and 7d6 for a greater, halved by a save vs. breath weapon. It never breathes if the flames might harm its charge. It must stay within 90 yards of the guarded object at all times, and within that zone it likes to hang back and rely on its breath.

All are immune to charm, fear, hold, polymorph and sleep. Lesser and greater daemons can be hit only by weapons of +2 or better, and many are also immune to one or more further attack forms, such as swords, cold, fire or electricity.

Summoning

Calling one is risky. The summoner has a 10% chance per level above 7th that the request is granted, to a maximum of 90%. On a failure, a 30% chance (reduced by 2% for each level past 10th) means that an insulted daemon gates in to kill the caster.

Least Daemon

Least daemons guard treasure worth under 25,000 gold pieces and have a 50% chance of one extra immunity.

Lesser Daemon

Lesser daemons watch hoards worth at least 25,000 gold pieces and have an 80% chance of one extra immunity.

Greater Daemon

Greater daemons guard only objects of enormous value. They have 25% magic resistance, always possess two extra immunities, and may issue a suggestion (per the spell) every round, mid-battle or not.

More: Monsters starting with G · Core Rules monsters · All monsters A-Z

Statistics

GreaterLeastLesser
Climate/TerrainAnyAnyAny
FrequencyVery rareRareVery rare
OrganizationSolitarySolitarySolitary
Activity CycleAnyAnyAny
DietNilNilNil
IntelligenceHigh (13-14)Average (8-10)Very (11-12)
TreasureSee belowSee belowSee below
AlignmentNeutral (evil)NeutralNeutral (evil)
No. Appearing111
Armor Class-131
Movement9, Fl 9 (D)99
Hit Dice1068
THAC0101312
No. of Attacks333
Damage/Attack1-10/1-12/1-121-4/1-10/1-101-6/1-12/1-12
Special AttacksSee belowSee ht-lowSee below
Special DefensesSee belowSee belowSee below
Magic Resistance25%NilNil
SizeL (9' tall)VariableVariable
MoraleFanatic (18)Elite (14)Champion (16)
XP Value11,000 |2,0004,000