Temple Guardian

RichGreen

Adventurer
Hi,

This guy is the "boss monster" in an Indian-themed ruined temple; the adventure is for 5 2nd-3rd level PCs. As you can probably tell, I've used the Skeletal Tomb Guardian as a base, have lowered his level and turned him into a solo. Any suggestions?

Cheers


Richard
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Temple Guardian
Level 6 Solo Brute
Large animate construct
1,250 xp

Initiative +6 Senses Perception +9; darkvision

HP 288; Bloodied 144
AC 20; Fortitude 20, Reflex 20, Will 18
Immune disease, poison
Saving throws +5
Action Points 2
Speed 6

M Twin Scimitar Strike (standard; at-will) ✦ Weapon
The temple guardian makes two scimitar attacks against the same target: +9 vs. AC; 1d8 + 4 damage (crit 1d8 + 12). This also holds true for opportunity attacks.

M Cascade of Steel (standard; at-will) ✦ Weapon
The temple guardian makes two twin scimitar strike attacks (four scimitar attacks total).

Sweeping Whirlwind (standard; at-will) ✦ Weapon
Close burst 1; Target: Each enemy in burst; +9 vs AC; 1d8+4 dmg and target is pushed 2 squares and is knocked prone.

M Sudden Strike (immediate reaction, when an adjacent enemy shifts; at-will) ✦ Weapon
The temple guardian makes a melee basic attack against the enemy.

Alignment Unaligned Languages —
Str 18 (+7) Dex 20 (+8) Wis 14 (+5) Con 16 (+6) Int 3 (-1) Cha 10 (+3)
Equipment 4 scimitars
 
Last edited:

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I have recently discussed the potencial pit falls of using Tomb Guardians lower than level 10 over on the Wizards Forums.

Summary.
I think you might have to be careful as this guy can kick out a lot of damage, and with 2 action points he could really do some damage if he got lucky.

Worst case scenario (not counting crits)
round 1:
move up to PC
Cascade of steel: 4x 1d8+4 damage = 48 damage
spend action point
Cascade of steel: 4x 1d8+4 damage = 48 damage
Total damage = 96 damage

A 3rd level fighter should have around 43 HPs, so my prediction is that the group would be in a lot of trouble.

I really think you would be better off designing or using a different creature and saving the tomb guardian for when you PCs are higher level and stand more of a chance.

The tomb guardian is possibly one of the most powerful creatures (bang for buck) in the MM. 4 attacks as a standard action and 2 attacks with opportunity attacks is very effective. Then when you consider it isn't even an elite so technically you could have 5 of these against an even level group as a standard encounter it is boardering on madness.

Also the Tomb Guardian is strange in the way that it probably gets weaker when it is advanced to an elite or solo (bang for buck) due to the high DPS of the standard creature.
 

I kind of agree with Mesh Hong here. I'd suggest rewording Cascade of Steel as follows:

The temple guardian makes twin scimitar strike attacks against two different targets.

That way, it is still unloading lots of attacks, but against multiple foes. It still gives the solo monster multiple actions, but spreads out the damage.
 

Thanks for the advice. I'll definitely have him make two attacks max per PC - that's what I thought the description in the MM implied anyway.

Do you think I should change him to an elite too?

Cheers


Richard
 

Its swings and roundabouts really. If you change him to an elite he will be easier to kill, but you will have to add more monsters to the encounter which in essence will make him harder to kill due to interference. Like I said before the way I see it is that Tomb Guardians get weaker when advanced to elite and solos, so dropping him from a solo to an elite makes him better value for money (xp wise).

If you are intent on using him I would keep him as a solo and try and design the encounter to give the PCs a couple of enviromental tricks just incase things start to go horribly wrong.

Maybe they could spot that a couple of pillars are structurally unsound and could be toppled onto the guardian for reasonably large damage and dazing it for a round.

Maybe there are a couple of large statues in the room that the PCs could use as cover etc.
 

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