Temple Guard
Large Undead
Hit Dice: 14D12 (96)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 25 (+1 Dex, -1 Size, +8 Natural, +5 Breast Plate, +2 Shield)
Attacks: Great Sword +12 Melee
Damage: Great Sword 1D10+5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Undead, Dread, Fast Healing 5
Saves: Fort +3, Ref +4, Will +10
Abilities: STR 21, Dex 13, Con -, Int 8, Wis 12, Cha 7
Skills: +14 Spot, +14 Listen

Climate/Terrain: Any Land and Underground
Organization: Solitary or Pair
Challenge Rating: 7
Treasure: None
Alignment: Always Lawful Evil
Advancement: None

These undead hulks were created by the barbarian tribes of the north to guard the tombs of their dead kings. They served well until the incantations to control them were forgotten and they began to kill any intruder, no matter the reason, on sight. For this reason the northern tombs were abandoned in favor other locations. To this day there is talk of great treasure and even greater peril wherever a Temple Guard may be found.

Combat
Temple Guards defend their charges without hesitation and until death.

Dread - An aura of despair circulates around in a 20 ft. radius around the Temple Guard. Any attacks against the Temple Guard Suffer a -2 to attack and damage.

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