The Beastmaster - 3e custom monsters
Ancient Defender













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By Read my glowing, claw-like finger
















ANCIENT DEFENDER
Medium-sized Undead
Hit Dice: 2d12(12hp)
Initiative: +1(dex)
Speed: 30ft
AC: 14(+1 dex,+2 natural, +1 padded armor)
Attacks: Slam,Burning Justice, Spell-like abilities
Damage: Slam 1d4+3 bludeoning
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Burning Justice, Spell-like abilities, Create spawn
Special Qualities: Undead
Saves: Fort-,Ref+1,Will+5
Abilities: Str18,Dex12,Con-,Int11,Wis16,Cha12
Skills: Move Silently and Sense Motive +2
Feats: Iron Will
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Climate/Terrain: Any land or underground
Organization: Solitary, Right (1 defender and 2-5 celestial zombies), Leadership (1 defender, 2-5 zombies and one awakened zombie) or crusade (2-4 defenders and 5-15 zombies)
Challenge Rating: 3
Treasure: Standard,Double Blessed weapons
Alignment: Always Lawful good
Advancement: 2-5 HD Medium
 
Ancient defenders often guard tombs, ruins, or similar places to keep whatever treasure lies there out of evil hands. Once per year a defender may choose to awaken one of the zombies under its control. The awakened zombie is lawful good and gets intelligence, wisdom, and charisma equal to that of its creator, and although it is no longer controlled by the ancient defender, it usually chooses to stay by its side. After another year of serving the defender, the awakened celestial zombie becomes a defender itself. An ancient defender looks as it did in life except that its skin is a pale blue. The creature seems to glow with an aura of rightiousness and its eyes shine a harsh blue. A defender carries with it all the equipment it had in life.
COMBAT
Although an ancient defender will not attack good or nuetral creatures, it assaults evil creatures ferociously and without mercy. It starts out by shielding itself with protection from evil or magic circle against evil if it has spawn nearby. It then pummels the offenders with its slam attack to whittle away their will and finishes them off with whatever weapons it has available.
Spell-like abilities (Sp): At will: Detect Evil, Detect Good, Inflict Minor wounds.
1 per day- Protection From Evil,Cure Light wounds, Magic Circle against evil.
Burning Justice (Su): An evil creature hit by an ancient defender's slam attack must make a will save(dc18) or take 1d6+1 temporary charisma damage which it heals from at a rate of one point per hour. A creature reduced to zero charisma by this attack loses all will and dies.
Light Blows (Ex): A defender may choose to have its slam attack do 1d3 subdual damage instead of 1d4+3 bludgeoning.
Create Spawn (Su): A living creature reduced to zero charisma by a defender rises as a celestial zombie 1d4 days afterwards.
 
 
 
















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