OK, I've been wanting to add this monster here for a while and have finally gotten to it. Please let me know if I did it correctly and if everything makes sense. The idea behind it is if Dwarves have access to all that money in their mines, why don't they have a better watchdog.
Adamantine Guardian (quicksilver, Forge Guardian)
Large-Size Construct
Hit Dice: 16d10 (85hp)
Initiative: +5 (Dex)
Speed: 30 feet
AC: 30 (-1 size, +5 dexterity, +26 natural))
Attacks: 2 claws +12, bite +12
Damage: claws:1d12+5, bite: 3d8+12
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Rend 3d12+15, Greater rend 5d12+36, Breath weapon
Special Qualities: Construct, damage reduction 25/+3, immune to electrical damage, magic immunity.
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 20, Dex 20, Con --, Int --, Wis 14, Cha 10
Skills: Blur (20% miss chance)
Climate/Terrain: Any underground or fortress
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: None
The adamantine guardian is a powerful construct often created by Dwarven kings to watch over tombs, valuable mines or a forge. The quicksilver nickname comes from its ability to shimmer in and out of sight with its blur ability, causing it to seem to leave a silver streak.
The adamantine guardian appears as a large, elongated four-legged cat-like creature standing 7 feet at the shoulders. Each of the 5 claws of its forepaws ends in 10-inch retractable blades, with a powerful opposing thumb for grasping. Its skin shimmers and moves, as the thousands of adamantine scales that cover it seem to distort all light. Its head consists of jet black eyes and rows of teeth in its large mouth. A jagged mane runs down the neck to the back, until it gets to a small tail. The rear legs are thick and powerful, with wide based toes for balance.
COMBAT
The Adamantine Guardian will rush into combat when a target has entered a restricted area, first firing its breath weapon and then targeting a single foe. Because of its size the guardian is unable to pursue prey down small side tunnels and so it is typically restricted to a certain area, unless the tunnel is at least 10' high and 10' wide. It will focus on one victim at a time until that person is immobile. It will then move on to one other creature at a time.
Breath weapon: Once every three rounds it can generate sufficient electrical charge to fire off a burst of energy in the form of a lightening bolt. This is done as a free action in addition to it’s other attacks. It has a maximum range of 180 feet and causes 3d8 points of damage. Save DC 16 for half damage.
Rend: If it strikes with both claw attacks, it can attempt to rend it’s foe, causing them to lose all dexterity bonuses and to be trapped beneath their claws until a strength check of 25 is made or the guardian leaves them for another foe. Once a successful attack has been made, there is an additional 3d12+15 points of rend damage done. In successive rounds, the victim is held unless a successful strength check is made. While the guardian can no longer use it’s claw attacks, it automatically hits for a rend attack. Each round the attack is made the victim must make a fortitude save (DC15) or die.
Greater Rend: Once the guardian has hit with a rend attack, if it successfully strikes with it’s mouth it can do a greater rend. This attack does 5d12+36 points of damage and the victim must make a fortitude save of DC 20 or die. It cannot do a rend and a greater rend in the same round.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to damage from critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Adamantine Guardians have a darkvision range of 60’.
Magic Immunity: An Adamantine Guardian is immune to all spells, spell-like abilities, and supernatural effects except as follows. A fire effect causes 1 point of damage per caster level. An electricity effect heals 1 point per caster level. Shatter deals triple damage.
Construction: An Adamantine Guardian is created by placing thousands of adamantine scales around a skeletal framework which has been sculpted from 2000 pounds of pure ore. It costs 95,000 gp to create, which includes 25,000 for the body. Assembling the body requires a successful craft (sculpting, armorsmithing, or gemcutting) check. (DC20)
The creator must be at least 15th level, have the create wondrous item feat, and cast arcane spells. Completing the ritual drains 1800 XP from the creator and requires blur, lightening bolt, geas/quest, limited wish, and polymorph any object.

Adamantine Guardian (quicksilver, Forge Guardian)
Large-Size Construct
Hit Dice: 16d10 (85hp)
Initiative: +5 (Dex)
Speed: 30 feet
AC: 30 (-1 size, +5 dexterity, +26 natural))
Attacks: 2 claws +12, bite +12
Damage: claws:1d12+5, bite: 3d8+12
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Rend 3d12+15, Greater rend 5d12+36, Breath weapon
Special Qualities: Construct, damage reduction 25/+3, immune to electrical damage, magic immunity.
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 20, Dex 20, Con --, Int --, Wis 14, Cha 10
Skills: Blur (20% miss chance)
Climate/Terrain: Any underground or fortress
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: None
The adamantine guardian is a powerful construct often created by Dwarven kings to watch over tombs, valuable mines or a forge. The quicksilver nickname comes from its ability to shimmer in and out of sight with its blur ability, causing it to seem to leave a silver streak.
The adamantine guardian appears as a large, elongated four-legged cat-like creature standing 7 feet at the shoulders. Each of the 5 claws of its forepaws ends in 10-inch retractable blades, with a powerful opposing thumb for grasping. Its skin shimmers and moves, as the thousands of adamantine scales that cover it seem to distort all light. Its head consists of jet black eyes and rows of teeth in its large mouth. A jagged mane runs down the neck to the back, until it gets to a small tail. The rear legs are thick and powerful, with wide based toes for balance.
COMBAT
The Adamantine Guardian will rush into combat when a target has entered a restricted area, first firing its breath weapon and then targeting a single foe. Because of its size the guardian is unable to pursue prey down small side tunnels and so it is typically restricted to a certain area, unless the tunnel is at least 10' high and 10' wide. It will focus on one victim at a time until that person is immobile. It will then move on to one other creature at a time.
Breath weapon: Once every three rounds it can generate sufficient electrical charge to fire off a burst of energy in the form of a lightening bolt. This is done as a free action in addition to it’s other attacks. It has a maximum range of 180 feet and causes 3d8 points of damage. Save DC 16 for half damage.
Rend: If it strikes with both claw attacks, it can attempt to rend it’s foe, causing them to lose all dexterity bonuses and to be trapped beneath their claws until a strength check of 25 is made or the guardian leaves them for another foe. Once a successful attack has been made, there is an additional 3d12+15 points of rend damage done. In successive rounds, the victim is held unless a successful strength check is made. While the guardian can no longer use it’s claw attacks, it automatically hits for a rend attack. Each round the attack is made the victim must make a fortitude save (DC15) or die.
Greater Rend: Once the guardian has hit with a rend attack, if it successfully strikes with it’s mouth it can do a greater rend. This attack does 5d12+36 points of damage and the victim must make a fortitude save of DC 20 or die. It cannot do a rend and a greater rend in the same round.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to damage from critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Adamantine Guardians have a darkvision range of 60’.
Magic Immunity: An Adamantine Guardian is immune to all spells, spell-like abilities, and supernatural effects except as follows. A fire effect causes 1 point of damage per caster level. An electricity effect heals 1 point per caster level. Shatter deals triple damage.
Construction: An Adamantine Guardian is created by placing thousands of adamantine scales around a skeletal framework which has been sculpted from 2000 pounds of pure ore. It costs 95,000 gp to create, which includes 25,000 for the body. Assembling the body requires a successful craft (sculpting, armorsmithing, or gemcutting) check. (DC20)
The creator must be at least 15th level, have the create wondrous item feat, and cast arcane spells. Completing the ritual drains 1800 XP from the creator and requires blur, lightening bolt, geas/quest, limited wish, and polymorph any object.

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