Dandu
First Post
CALL OF THE
TWILIGHT DEFENDER
Conjuration (Summoning)
Level: Druid 6, sorcerer/wizard 6
Components: V
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One twilight guardian
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The very ground erupts in a shower of stone
and dirt, accompanied by a thunderclap.
Standing in the center of the damaged
ground is a creature of stone, wood, and
plant parts resembling (lie regal form of a
guardian dragon.
This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon natures
ally spell, but with one exception. At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight
guardian is immediately destroyed, and you gain a number of hit points equal to 1/2 the twilight guardian's remaining hit points before its sacrifice.
Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks.
Note that there is no cap on how much HP you can get with this spell, nor does the HP expire.
TWILIGHT GUARDIAN CR 7
Always N Large plant (dragonblood)
Init +2; Senses low-light vision, Listen +2, Spot +2
AC 19, touch 11, flat-footed 17 (–1 size, +2 Dex, +8 natural)
hp 76 (8HD); DR 10/magic
SR 16
Immune: plant immunities (MM 313)
Fort +11, Ref +4, Will +1
Speed 50ft. (10 squares)
Melee 2claws+12(1d6+7) and tail +7 (2d6+3 plus poison)
Space10ft.; Reach5 ft.
Base Atk +6; Grp +17
Atk Options Combat Reflexes
Spell-Like Abilities(CL8th):
At will—transport via plants
Abilities Str 25, Dex 14, Con 20. Int 1, Wis 8, Cha 6
Feats Combat Reflexes, Improved Natural Attack (tail), Run
Skills Climb +9, Listen +2, Search –1, Spot +2
Advancement see text
Poison (Ex) Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
Discuss.
(Thanks to Olo Demonsbane for pointing this out.)
TWILIGHT DEFENDER
Conjuration (Summoning)
Level: Druid 6, sorcerer/wizard 6
Components: V
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One twilight guardian
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The very ground erupts in a shower of stone
and dirt, accompanied by a thunderclap.
Standing in the center of the damaged
ground is a creature of stone, wood, and
plant parts resembling (lie regal form of a
guardian dragon.
This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon natures
ally spell, but with one exception. At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight
guardian is immediately destroyed, and you gain a number of hit points equal to 1/2 the twilight guardian's remaining hit points before its sacrifice.
Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks.
Note that there is no cap on how much HP you can get with this spell, nor does the HP expire.
TWILIGHT GUARDIAN CR 7
Always N Large plant (dragonblood)
Init +2; Senses low-light vision, Listen +2, Spot +2
AC 19, touch 11, flat-footed 17 (–1 size, +2 Dex, +8 natural)
hp 76 (8HD); DR 10/magic
SR 16
Immune: plant immunities (MM 313)
Fort +11, Ref +4, Will +1
Speed 50ft. (10 squares)
Melee 2claws+12(1d6+7) and tail +7 (2d6+3 plus poison)
Space10ft.; Reach5 ft.
Base Atk +6; Grp +17
Atk Options Combat Reflexes
Spell-Like Abilities(CL8th):
At will—transport via plants
Abilities Str 25, Dex 14, Con 20. Int 1, Wis 8, Cha 6
Feats Combat Reflexes, Improved Natural Attack (tail), Run
Skills Climb +9, Listen +2, Search –1, Spot +2
Advancement see text
Poison (Ex) Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
Discuss.
(Thanks to Olo Demonsbane for pointing this out.)
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