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New Monster – Guardian Companion Template

18 October, 2017

Ghostly Cat“That cat is fantastic!” said Voddick looking back down the alley.

“I am glad it is on our side,” agreed Gollaon.

“She has watched over my family for generations,” said the child.

“I’ll buy it a kipper,” said Voddick heading on.

“And a dish of cream,” added Gollaon falling in behind.

Guardian Companion
Guardian Companions are the spirits of loyal animal companions that can briefly manifest in the physical world to protect the person to whom it is attuned. These beings tend to loyally follow and guard a family line until irrevocably destroyed.

CREATING A Guardian Companion
“Guardian Companion” is an acquired template that can be added to any domesticated animal of medium size of smaller.
Size and Type: The creature’s type stays the same but it gains the augmented and spirit subtype.
Hit Dice: The subjects HD does not change but see Ancient Spirit below.
Special Attacks: see below.
Special Qualities: The Guardian Companion is devoted to protecting the person it is attuned to and it gains the following abilities:
Ancient Spirit (Su): The Guardian Companion gains one hit point for each twenty five years it has been attuned to a person or persons to a maximum of forty hit points. It gains a +1 bonus to armor class, to attack and damage and saves if over a century old, increasing by +1 for each additional two centuries to a maximum of +5.
Brief Manifestation (Su): For the first minute it is manifest, the Guardian Companion gains fast healing equal to its attuned persons Wisdom or Charisma modifier (whichever is higher, minimum one). After a minute, it begins to fade, losing hit points equal to its hit dice each round.
Dynamic Combatant (Su): The Guardian Companion’s natural weapons are treated as magic for overcoming DR and gain a critical threat range of 18-20. If the Guardian Companion is size small or smaller, it is treated as being one size larger for damage from its natural weapons and for determining CMB and CMD.
Guardian (Su): The Guardian Companion generates a Shield Other effect that wards it attuned person. If this is dispelled, it is immediately reestablished on the Guardian Companion’s next turn as a free action.
Intimidating Aura (Su): All enemies within 10′ of the Guardian Companion must make a Will save or be shaken as long as it is in sight. A successful save render the character immune to this effect for twenty-four hours. The save is Charisma based.
Resistant to Harm (Su): The Guardian Companion has DR 5/magic and is immune to charms and fear effect.

Saves: As base creature.
Abilities: Con +2, Int +2, Wis +2, Cha +2.
Feats: The Guardian Companion is extremely alert and focused, gaining the alertness and iron will feats.
Environment: None.
Challenge Rating: +1 if a century or more old.
Alignment: Unchanged from base creature.

For D&D 5E:

Background as above.

Senses: the Guardian Companion always adds it proficiency bonus to Wisdom (perception) rolls as it is intensely aware of its surroundings.

The Guardian Companion is devoted to protecting the person it is attuned to and it gains the following abilities:
Ancient Spirit (Su): The Guardian Companion gains one hit point for each twenty five years it has been attuned to a person or persons to a maximum of forty hit points. It gains a +1 bonus to armor class, to attack and damage and saves if over a century old, increasing by +1 for each additional two centuries to a maximum of +5.
Brief Manifestation (Su): For the first minute it is manifest, each round the Guardian Companion heals an amount equal to its attuned persons Wisdom or Charisma modifier (whichever is higher, minimum one). After a minute, it begins to fade, losing hit points equal to its hit dice each round.
Dynamic Combatant (Su): The Guardian Companion’s natural weapons are treated as magic and score a critical hit on a roll of 19 or 20. If the Guardian Companion is size small or smaller, it is treated as being one size larger for damage from its natural weapons and for resisting effects.
Guardian (Su): As long as the Guardian Companion is manifest, the attuned person gains a +1 bonus to armor class and half of any damage they suffer (rounded up) is transferred to the guardian.
Intimidating Aura (Su): All enemies within 10′ of the Guardian Companion must make a Will save or be shaken as long as it is in sight. A successful save render the character immune to this effect for twenty-four hours. The save is Charisma based.
Resistant to Harm (Su): The Guardian Companion is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks and is immune to charms and fear effect.

 

Abilities: Con +2, Int +2, Wis +2, Cha +2.

Notes: To go with yesterday’s Guardian Companion Amulet but they could also appear in other circumstances and would serve as an excellent plot point.

Photo by GS-Bob and used under a Creative Commons Attribution 2.0 Generic (CC BY 2.0) license.

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