Three Guardians of the Mana Fortress Complete
THE MANA GUARDIANS
Undine, Elder Water Elemental
Colossal Elemental (water)
Domains: Water
Hit Dice: 64d8 + 960 (1216 hp)
Initiative: +20 (+16 Dex +4 Improved Initiative)
Speed: 20 ft., swim 90 ft.
AC: 36 (-8 Size, +16 Dex, +18 Natural)
Attacks: Slam +59/+54/+49/+44/+39/+34/+29/+24/+19/+14 melee or Daedalus Lance +59/+54/+49/+44/+39/+34/+29/+24/+19/+14 melee
Damage: Slam 4d12 + 23 or Daedalus Lance 2d4 +34
Special Attacks: Water mastery, drench, vortex
Special Qualities: Elemental, damage reduction 25/+5, fire immunity
Saves: Fort +49, Ref +34, Will +28
Abilities: Str 48, Dex 42, Con 41, Int 26, Wis 31, Cha 31
Skills: Listen +68, Spot +68
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder, Improved Initiative, Alertness, Skill Focus (listen), Skill Focus (spot), Dodge, Mobility, Spring Attack, Expertise, Whirlwind Attack, Martial Weapon Proficiency (Trident)
Daedalus Lance (Minor Artifact)
Primary Abilities
Casts reverse Gravity on Strike (DC 15)
X2 Damage against oozes
Confuses enemies on Strike (DC 20)
Casts sleep on enemies on Strike (DC 20)
Strength gets a +2 magical enhancement
X3 Damage against Dragons
Trident of Warning and Fish Command: A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A Trident of Warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 240 feet. The trident has a 6-foot long haft and enables its wielder to cause all water dwelling animals within a 60-foot radius to make a Will saving throw (DC 22). Animals failing this save are completely under the empathic command of the wielder and will not attack her or any of her allies within 10 feet of her. The wielder can make the controlled marine animals move in whatever direction she desires and convey messages of emotion to them (in other words, fear, hunger, anger, indifference, repletion, and so on). Animals making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident. A school of fish should be checked as a single entity. Otherwise this weapon is treated as a +5 Trident.
Gnome, Elder Earth Elemental
Colossal Elemental (earth)
Domains: Earth
Hit Dice: 64d8 + 990 (1246 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft.
AC: 25 (-8 Size, -1 Dex, +24 Natural)
Attacks: Slam +61/+56/+51/+46/+41/+36/+31/+26/+21/+16 melee or Doom Axe +61/+56/+51/+46/+41/+36/+31/+26/+21/+16 melee
Damage: Slam 4d12 +26 or Doom Axe 1d12 +39
Special Attacks: Earth Mastery, Push
Special Qualities: Elemental, Damage reduction 25/+5
Saves: Fort +49, Ref +27, Will +28
Abilities: Str 43, Dex 8, Con 41, Int 16, Wis 31, Cha 31
Skills: Listen +66, Spot +66
Feats: Cleave, Great Cleave, Improved Critical (Slam), Power Attack, Sunder, Martial Weapon Proficiency: Great Axe, Toughness x9.
Doom Axe (Minor Artifact)
Primary Abilities
x4 Damage against Plants/Aquatic creatures
+2 Constitution
x2 Damage against Vermin
x2 Damage against Animals and Beasts
+5 Strength
Life Drinker: This +5 Unholy (10d6 damage against good creatures) Vorpal Greataxe bestows two negative levels on its target whenever it deals damage, just as if an undead creature had struck its target. One day after being struck, subjects must make a Fortitude saving throw (DC 33) for each negative level or lose a character level. However, each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. The negative level gained by the wielder lasts until the axe is put down. The axe can’t be used again for 1 hour without the wielder once again gaining the negative level.
Sylphid, Elder Air Elemental
Colossal Elemental (air)
Domains: Air
Hit Dice: 64d8 + 914 (1170 hp)
Initiative: +25 (+21 Dex, +4 Improved Initiative)
Speed: Fly 100 ft. (perfect)
AC: 38 (-8 size, +21 dex, +17 natural)
Attacks: Slam +61/+56/+51/+46/+41/+36/+31/+26/+21/+16 melee or Valkyrian +61/+56/+51/+46/+41/+36/+31/+26/+21/+16 ranged
Damage: Slam 4d10 +19 or Valkyrian 20d6
Special Attacks: Air Mastery, Whirlwind
Special Qualities: Elemental, Damage Reduction 25/+5
Saves: Fort +32, Ref +57, Will +28
Abilities: Str 42, Dex 53, Con 38, Int 16, Wis 31, Cha 31
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse (slam), Lightning Reflexes, Combat Reflexes, Combat Casting, Alertness, and Toughness x6
Valkyrian (Minor Artifact)
Primary Abilities
X2 Damage against animals and beasts
Casts reverse Gravity on Strike (DC 25)
Holy (10d6 damage against evil creatures)
Intelligence/Wisdom gain a +10 Magical bonus
X2 Damage against dragons
Javalin of Lightning: This javelin becomes 20d6 lightning bolt when thrown (DC 24). It is not consumed in the attack, as a normal Javalin of Lightning would be.