By: Arjan Wardekker
Special thanks to: Jurri van Meerveld for the original idea for this creature
Difficulty: CR 5
Game: Dungeons & Dragons (D&D)
|Hit Dice:|| 4d10 (22 hp)|
|Speed:|| 30 ft. (6 squares), fly 60 ft. (good)|
|AC:|| 12 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13|
|Base Attack/Grapple:|| +3/+1|
|Attack:|| Slam +5 melee (1d8+3)|
|Full Attack:|| Slam +5 melee (1d8+3)|
|Space/Reach:|| 5 ft./5 ft.|
|Special Attacks:|| Rod of Wonder|
|Special Qualities:|| Construct traits, darkvision 60 ft., low-light vision, hardness 8|
|Saves:|| Fort +1, Ref +3, Will -4|
|Abilities:|| Str 14, Dex 16, Con -, Int -, Wis 1, Cha 1|
|Organisation:|| Usually solitary|
|Challenge Rating:|| 5|
|Alignment:|| Always neutral|
|Level Adjustment:|| -|
Tinker Tomb Guardians are animated stone statues of flying gnomes (including flight goggles and a cape that is sculpted as if waving in the wind). The Guardian valiantly holds a rod in front of itself.
Despite its comical appearance, Tinker Tomb Guardians can be quite dangerous, due to its magical powers.
Rod of Wonder (Su): A Tinker Tomb Guardian can produce random magical effects as per Rod of Wonder. The Guardian can produce this effect once per round as a standard action, or twice per round as a full attack action. The rod is part of the sculpture and cannot be removed. When the Guardian is destroyed, the rod explodes, unleashing 2d6 discharges of a Rod of Wonder, divided over random targets within 60 ft.
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.
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