Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 9443554" data-attributes="member: 6915329"><p>We’re done with the Bestiary but not with guardians quite yet. Issue #302 also had a Silicon Sorcery article for <em>Neverwinter Nights</em>, a game which (let’s say it all together) I’ve never played. From there, we get the <strong>glyph guardian</strong> (the description often uses glyph golem, but the actual creature is called a guardian). This is a template that can be applied to any construct and so, in the tradition of 5e templates, I’ll give you both the template and an entemplated guardian as well.</p><p></p><p>I can’t actually find out anything about glyph guardians from the game—there’s nothing with an even remotely similar name on the NWN fandom wiki I looked at. OK, I admit I only looked under the “constructs” section, so maybe these things were in a different categories. Maybe these guys were more inspired by the game then actually in it?</p><p></p><p>Since templates in 5e and LU never seem to increase the CR of the final creature, I decided to make the glyph guardian into an elite creature. It makes it pretty powerful but why not? It has to be, considering that it’s bound to an area it can’t leave. It may have a ranged attack, but it’s still at risk of being attacked from outside its area.</p><p></p><p><span style="color: rgb(41, 105, 176)"><strong><span style="font-size: 22px">Glyph Guardian (Template)</span></strong></span></p><p>Silicon Sorcery, Dragon Magazine #302</p><p>Creature by Clifford Horowitz</p><p></p><p>Also known as seal or portal guardians, glyph guardians are a form of guardian that has been set to guard a particular area. They are bound to that area and unable to leave it, but many guardian creators view this as an acceptable trade-off; the glyph guardian may not be able to do wide patrols, but they are extremely powerful nevertheless.</p><p></p><p>Glyph guardians resemble normal guardians, but are completely covered with arcane runes that glow with mystical energy. Some say that these runes are the true construct and the guardian is merely the chassis that carries them around.</p><p></p><p>“Glyph guardian” is a template that can be placed on any construct. It retains all of the statistics of the base creature except as noted below.</p><p></p><p><strong><em>Elite.</em></strong> The glyph guardian is an elite creature, the equivalent of two creatures of its normal CR. It has double the normal Hit Dice and hit points and grants double the normal amount of XP. A glyph guardian retains all the statistics of the base creature and gains except as noted below.</p><p></p><p><strong><em>Elemental Energy.</em></strong> The glyph guardian is enchanted with one of the following energy types: acid, cold, fire, lightning, or thunder. Whenever the term “elemental energy” is used in the template, it refers to that particular damage type.</p><p></p><p><strong><em>Bonded Area.</em></strong> The glyph guardian is mystically tied to its domain and cannot leave it or be forcibly removed from it. The domain’s area can be any size that will fit into a 1,000-foot-diameter square.</p><p></p><p><strong><em>Bursting Blow.</em></strong> The glyph guardian’s melee attacks inflict an additional elemental energy damage, as follows:</p><p></p><p>CR 4 or lower: 4 (1d8) elemental energy damage</p><p>CR 5 – 16: 9 (2d8) elemental energy damage</p><p>CR 17 – 30: 13 (3d8) elemental energy damage</p><p>CR 31 or higher: 18 (4d8) elemental energy damage</p><p></p><p><strong><em>Calm. </em></strong>If the base creature had a chance to go berserk when being bloodied, it loses that trait.</p><p></p><p><strong><em>Immunities.</em></strong> The glyph guardian is immune to its elemental energy type.</p><p></p><p><strong><em>True Seeing.</em></strong> The glyph guardian gains truesight to 60 feet.</p><p></p><p><strong><em>Action: Guardian Ray.</em></strong> One creature within 120 feet that the glyph guardian can see must make a Dexterity saving throw (DC = 8 + the guardian’s PB + the guardian’s Constitution modifier). On a failure, the target takes elemental damage depending on the base creature’s CR:</p><p></p><p>CR 4 or lower: 14 (4d6) elemental damage</p><p>CR 5 – 16: 21 (6d6) elemental damage</p><p>CR 17 – 22: 28 (8d6) elemental damage</p><p>CR 23 or higher: 35 (10d6) elemental damage</p><p></p><p>In addition, the creature takes 3 (1d6) ongoing elemental energy damage, and is slowed until the end of its next turn. The creature may make a new saving throw at the end of each of its turns, ending the ongoing damage on a success.</p><p></p><p><strong><em>Action: Teleport.</em></strong> The glyph guardian can teleport itself, its creator, and up to 50 pounds of objects anywhere within its Bounded Area.</p><p></p><p><strong><em>Bonus Action: Elite Recovery.</em></strong> The glyph guardian can end one condition or effect on itself. It can use this action as long as it has 1 hit point, even when unconscious or incapacitated.</p><p></p><p><strong><em>Reaction: Stasis Blow (Recharge 5-6).</em></strong> When the glyph guardian makes a successful melee attack or attack with its Guardian Ray, it may use its reaction to envelop the target in an amber glow. The target must make a Constitution saving throw or be restrained as the glow begins to place it in stasis. The creature may make a new saving throw at the end of its turn, ending the effect on a success and becoming incapacitated on a failure. While incapacitated, its move is 0 and it is unconscious. It remains in stasis for 2d12 × 5 hours. This effect can be ended with a <em>dispel magic</em>, but the caster succeed on an ability check, with a DC equal to the saving throw DC that was calculated for this effect.</p><p></p><p>--</p><p></p><p>The following uses an iron guardian as the base creature</p><p></p><p><strong><span style="color: rgb(44, 130, 201)"><span style="font-size: 26px">Iron Glyph Guardian</span></span></strong></p><p><strong>Large construct; Challenge 14 (11,500 XP) (doubled for elite)</strong></p><p><strong>AC</strong> 20 (natural armor)</p><p><strong>HP</strong> 420 (40d10+200; bloodied 210)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 24 (+7) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 20 (+5)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 1 (+5)</p><p></p><p><strong>Proficiency</strong> +5; <strong>Maneuver DC</strong> 20</p><p><strong>Damage Immunities</strong> cold, fire, poison, psychic; damage from nonmagical, non-adamantine weapons</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses</strong> darkvision 120 ft., truesight 60 ft., passive Perception 11</p><p><strong>Languages</strong> understands the languages of its creator but can’t speak</p><p></p><p><strong><em>Fire Absorption.</em></strong> When the guardian is subjected to fire damage, it instead regains hit points equal to the fire damage dealt.</p><p></p><p><strong><em>Immutable Form.</em></strong> The guardian is immune to any effect that would alter its form.</p><p></p><p><strong><em>Magic Resistance.</em></strong> The guardian has advantage on saving throws against spells and magical effects.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The guardian makes two sword attacks.</p><p></p><p><strong><em>Sword. </em></strong><em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit: </em>29 (4d10+7) slashing damage plus 9 (2d8) cold damage. If the guardian scores a critical hit, it inflicts an additional 18 (4d8) cold damage.</p><p></p><p><strong><em>Guardian Ray.</em></strong> <em>Ranged Weapon Attack:</em> +12 to hit, range 120 ft., one target. <em>Hit: </em>21 (6d6) cold damage, and the target must make a DC 18 Constitution saving throw. On a failure, the creature takes 3 (1d6) ongoing elemental energy damage and is slowed until the end of its next turn. The creature may make a new saving throw at the end of each of its turns, ending the ongoing damage on a success.</p><p></p><p><strong><em>Poison Breath (Recharge 5-6).</em></strong> The guardian exhales poisonous gas in a 15-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage on a failure or half as much damage on a success.</p><p></p><p><strong><em>Teleport.</em></strong> The glyph guardian can teleport itself, its creator, and up to 50 pounds of objects anywhere within its Bounded Area.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Elite Recovery (When Bloodied).</em></strong> The glyph guardian can end one condition or effect on itself. It can do this even when unconscious or incapacitated.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Deflection.</em></strong> When missed by a ranged attack by a creature the guardian can see, the guardian redirects the attack against a creature within 60 feet that it can see. The original attack must reroll the attack against the new target.</p><p></p><p><strong><em>Stasis Blow (Recharge 5-6).</em></strong> When the glyph guardian makes a successful melee attack or attack with its Guardian Ray, it may use its reaction to envelop the target in an amber glow. The target must make a DC 18 Constitution saving throw or be restrained as the glow begins to place it in stasis. The creature may make a new saving throw at the end of its turn, ending the effect on a success and becoming incapacitated on a failure. While incapacitated, its move is 0 and it is unconscious. It remains in stasis for 2d12 × 5 hours. This effect can be ended with a <em>dispel magic</em>, but the caster succeed on an ability check, with a DC equal to the saving throw DC that was calculated for this effect.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9443554, member: 6915329"] We’re done with the Bestiary but not with guardians quite yet. Issue #302 also had a Silicon Sorcery article for [I]Neverwinter Nights[/I], a game which (let’s say it all together) I’ve never played. From there, we get the [B]glyph guardian[/B] (the description often uses glyph golem, but the actual creature is called a guardian). This is a template that can be applied to any construct and so, in the tradition of 5e templates, I’ll give you both the template and an entemplated guardian as well. I can’t actually find out anything about glyph guardians from the game—there’s nothing with an even remotely similar name on the NWN fandom wiki I looked at. OK, I admit I only looked under the “constructs” section, so maybe these things were in a different categories. Maybe these guys were more inspired by the game then actually in it? Since templates in 5e and LU never seem to increase the CR of the final creature, I decided to make the glyph guardian into an elite creature. It makes it pretty powerful but why not? It has to be, considering that it’s bound to an area it can’t leave. It may have a ranged attack, but it’s still at risk of being attacked from outside its area. [COLOR=rgb(41, 105, 176)][B][SIZE=6]Glyph Guardian (Template)[/SIZE][/B][/COLOR] Silicon Sorcery, Dragon Magazine #302 Creature by Clifford Horowitz Also known as seal or portal guardians, glyph guardians are a form of guardian that has been set to guard a particular area. They are bound to that area and unable to leave it, but many guardian creators view this as an acceptable trade-off; the glyph guardian may not be able to do wide patrols, but they are extremely powerful nevertheless. Glyph guardians resemble normal guardians, but are completely covered with arcane runes that glow with mystical energy. Some say that these runes are the true construct and the guardian is merely the chassis that carries them around. “Glyph guardian” is a template that can be placed on any construct. It retains all of the statistics of the base creature except as noted below. [B][I]Elite.[/I][/B] The glyph guardian is an elite creature, the equivalent of two creatures of its normal CR. It has double the normal Hit Dice and hit points and grants double the normal amount of XP. A glyph guardian retains all the statistics of the base creature and gains except as noted below. [B][I]Elemental Energy.[/I][/B] The glyph guardian is enchanted with one of the following energy types: acid, cold, fire, lightning, or thunder. Whenever the term “elemental energy” is used in the template, it refers to that particular damage type. [B][I]Bonded Area.[/I][/B] The glyph guardian is mystically tied to its domain and cannot leave it or be forcibly removed from it. The domain’s area can be any size that will fit into a 1,000-foot-diameter square. [B][I]Bursting Blow.[/I][/B] The glyph guardian’s melee attacks inflict an additional elemental energy damage, as follows: CR 4 or lower: 4 (1d8) elemental energy damage CR 5 – 16: 9 (2d8) elemental energy damage CR 17 – 30: 13 (3d8) elemental energy damage CR 31 or higher: 18 (4d8) elemental energy damage [B][I]Calm. [/I][/B]If the base creature had a chance to go berserk when being bloodied, it loses that trait. [B][I]Immunities.[/I][/B] The glyph guardian is immune to its elemental energy type. [B][I]True Seeing.[/I][/B] The glyph guardian gains truesight to 60 feet. [B][I]Action: Guardian Ray.[/I][/B] One creature within 120 feet that the glyph guardian can see must make a Dexterity saving throw (DC = 8 + the guardian’s PB + the guardian’s Constitution modifier). On a failure, the target takes elemental damage depending on the base creature’s CR: CR 4 or lower: 14 (4d6) elemental damage CR 5 – 16: 21 (6d6) elemental damage CR 17 – 22: 28 (8d6) elemental damage CR 23 or higher: 35 (10d6) elemental damage In addition, the creature takes 3 (1d6) ongoing elemental energy damage, and is slowed until the end of its next turn. The creature may make a new saving throw at the end of each of its turns, ending the ongoing damage on a success. [B][I]Action: Teleport.[/I][/B] The glyph guardian can teleport itself, its creator, and up to 50 pounds of objects anywhere within its Bounded Area. [B][I]Bonus Action: Elite Recovery.[/I][/B] The glyph guardian can end one condition or effect on itself. It can use this action as long as it has 1 hit point, even when unconscious or incapacitated. [B][I]Reaction: Stasis Blow (Recharge 5-6).[/I][/B] When the glyph guardian makes a successful melee attack or attack with its Guardian Ray, it may use its reaction to envelop the target in an amber glow. The target must make a Constitution saving throw or be restrained as the glow begins to place it in stasis. The creature may make a new saving throw at the end of its turn, ending the effect on a success and becoming incapacitated on a failure. While incapacitated, its move is 0 and it is unconscious. It remains in stasis for 2d12 × 5 hours. This effect can be ended with a [I]dispel magic[/I], but the caster succeed on an ability check, with a DC equal to the saving throw DC that was calculated for this effect. -- The following uses an iron guardian as the base creature [B][COLOR=rgb(44, 130, 201)][SIZE=7]Iron Glyph Guardian[/SIZE][/COLOR] Large construct; Challenge 14 (11,500 XP) (doubled for elite) AC[/B] 20 (natural armor) [B]HP[/B] 420 (40d10+200; bloodied 210) [B]Speed[/B] 30 ft. [B]STR[/B] 24 (+7) [B]DEX[/B] 12 (+1) [B]CON[/B] 20 (+5) [B]INT[/B] 3 (-4) [B]WIS[/B] 12 (+1) [B]CHA[/B] 1 (+5) [B]Proficiency[/B] +5; [B]Maneuver DC[/B] 20 [B]Damage Immunities[/B] cold, fire, poison, psychic; damage from nonmagical, non-adamantine weapons [B]Condition Immunities[/B] charmed, fatigue, frightened, paralyzed, petrified, poisoned [B]Senses[/B] darkvision 120 ft., truesight 60 ft., passive Perception 11 [B]Languages[/B] understands the languages of its creator but can’t speak [B][I]Fire Absorption.[/I][/B] When the guardian is subjected to fire damage, it instead regains hit points equal to the fire damage dealt. [B][I]Immutable Form.[/I][/B] The guardian is immune to any effect that would alter its form. [B][I]Magic Resistance.[/I][/B] The guardian has advantage on saving throws against spells and magical effects. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The guardian makes two sword attacks. [B][I]Sword. [/I][/B][I]Melee Weapon Attack:[/I] +12 to hit, reach 10 ft., one target. [I]Hit: [/I]29 (4d10+7) slashing damage plus 9 (2d8) cold damage. If the guardian scores a critical hit, it inflicts an additional 18 (4d8) cold damage. [B][I]Guardian Ray.[/I][/B] [I]Ranged Weapon Attack:[/I] +12 to hit, range 120 ft., one target. [I]Hit: [/I]21 (6d6) cold damage, and the target must make a DC 18 Constitution saving throw. On a failure, the creature takes 3 (1d6) ongoing elemental energy damage and is slowed until the end of its next turn. The creature may make a new saving throw at the end of each of its turns, ending the ongoing damage on a success. [B][I]Poison Breath (Recharge 5-6).[/I][/B] The guardian exhales poisonous gas in a 15-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage on a failure or half as much damage on a success. [B][I]Teleport.[/I][/B] The glyph guardian can teleport itself, its creator, and up to 50 pounds of objects anywhere within its Bounded Area. [B][U]Bonus Actions[/U] [I]Elite Recovery (When Bloodied).[/I][/B] The glyph guardian can end one condition or effect on itself. It can do this even when unconscious or incapacitated. [B][U]Reactions[/U] [I]Deflection.[/I][/B] When missed by a ranged attack by a creature the guardian can see, the guardian redirects the attack against a creature within 60 feet that it can see. The original attack must reroll the attack against the new target. [B][I]Stasis Blow (Recharge 5-6).[/I][/B] When the glyph guardian makes a successful melee attack or attack with its Guardian Ray, it may use its reaction to envelop the target in an amber glow. The target must make a DC 18 Constitution saving throw or be restrained as the glow begins to place it in stasis. The creature may make a new saving throw at the end of its turn, ending the effect on a success and becoming incapacitated on a failure. While incapacitated, its move is 0 and it is unconscious. It remains in stasis for 2d12 × 5 hours. This effect can be ended with a [I]dispel magic[/I], but the caster succeed on an ability check, with a DC equal to the saving throw DC that was calculated for this effect. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
Top