Guardian Spirits

Ghostly sentinels born where defenders once made a legendary last stand, guardian spirits keep that vigil forever and sap the vigor of anyone they strike.

Setting: Core Rules

Overview

Guardian spirits gather at places famous in song and story for a desperate defense or final stand. Born of the fear, duty and loyalty felt by the mortals who held the spot, they grow more solid as its legends spread. Each wears the faces and gear of those it replaces, usually soldiers, rarely children, wizards, frenzied dogs or odder shapes.

Combat

Whatever its shape, a guardian spirit strikes twice a round, hitting as a 5th-level fighter, and deals the damage of the weapon it seems to carry, always a traditional warrior's arm of its culture. Every hit also forces a save vs. paralyzation; failure drains 1 point of Constitution, along with any bonus hit points tied to it. Lost points return at one per week.

Shamanic Patron

Only lawful shamans are accepted. Offering help is not enough: the shaman must stand the vigil beside the spirit for 1d6 days before it agrees to be a patron. It prizes courage, patience, loyalty and steadfastness, withholding spells from a shaman who lacks them until discipline is learned, and asks no worship, only help defending the site.

Its gifts: bless, all Guardian sphere spells, Combat sphere spells of levels 1-2, and solitary shaman spells through 3rd level.

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

Statistics

Climate/TerrainAny/ruins
FrequencyRare
Activity CycleAny
DietSacrifices
Intelligence13
AlignmentAny lawful
No. Appearing1
Armor Class3
Movement8
Hit Dice5
THAC016
No. of Attacks2
Damage/AttackBy weapon
Special AttacksSee below
Special Defenses+2 or better to hit, immune to charm spirit spells
Magic ResistanceNil
SizeM
MoraleFearless (20)
XP Value1,400