Guardian Creature1
Guardian creatures are the chosen protectors of animal life. Native to other planes, they are sent by their creators (powerful nature and animal spirits) to defend their lesser kin. Guardian creatures often appear in areas where new predators are endangering wildlife, or to protect the last members of nearly-extinct species. They are also commonly summoned by arcane spellcasters and druids, who appreciate their power and devotion. A summoned guardian creature is typically of the same species as the summoner’s familiar or animal companion.

Guardian creatures are slightly larger than normal creatures of their kind, and sparkle with a silvery glow.

Creating a Guardian Creature
“Guardian” is a template that can be added to any animal or vermin. A guardian creature retains the base creature’s statistics and special abilities except as noted here.

CR: HD 4 or less, as base creature; HD 5 or more, +1.

Alignment: neutral.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: It gains darkvision 60 ft.; immunity to disease and poison; cold and fire resistance 10; DR 5/magic (if HD 5-12) or DR 10/magic (13 or more); SR equal to 11 + CR. Additionally, a guardian creature gains the following:

  • Empathy (Ex): A guardian creature can communicate and empathize with normal and dire creatures of its own species. This gives it a +4 racial bonus on checks when influencing such a creature’s attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
  • Shield Other (Sp): A guardian creature is able to use shield other three times per day as a spell-like ability. The recipient of this spell must be a normal, dire, and megafauna versions of the base creature. The caster level for this ability is equal to the guardian creature’s Hit Dice.

Special Abilities: A guardian creature gains the following:

  • Protector (Ex): As a swift action a guardian creature can designate a creature, Large or smaller object, or 5-ft. radius area for it to protect. The guardian creature gains a +1 morale bonus to attack and damage roles against any creature that threatens its protected creature, object, or area.
  • Warning Blow (Su): When the guardian creature strikes an opponent with a melee attack it may force the opponent to make a Will save (DC 10 + ½ guardian creature’s HD + guardian creature’s Cha modifier) or become frightened for 1d4 rounds. This only affects creatures with fewer Hit Dice than the guardian creature.

Abilities: A guardian creature gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three. Vermin that receive this template are assumed to have a base Intelligence of 1.

Skills: A guardian creature with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s class skills. Skill ranks from class levels are unaffected.

Sample Guardian Creatures
We have selected the elk and the tiger as sample base creatures to receive this template.

Guardian Elk (CR 1; XP 400)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
AC 15, touch 14, flat-footed 11
(+4 Dex, +1 natural)
hp 17 (2d8+8)
Fort +7, Ref +9, Will +3
Immune disease, poison; Resist cold 10, fire 10; SR 12
Speed 50 ft.
Melee gore +5 (1d6+4 plus warning blow), 2 hooves +0 (1d3+2 plus warning blow)
Special Attacks protector, warning blow (W-DC 11)
Spell-Like Abilities (CL 2nd; concentration +2)
3/day—shield other (elk, dire elk, megaloceros only)
Str 18, Dex 19, Con 18, Int 6, Wis 17, Cha 11
Base Atk +1; CMB +5; CMD 19 (23 vs. trip)
Feats Lightning Reflexes, RunB
Skills Knowledge (geography) +0, Perception +8, Stealth +9, Survival +8
SQ empathy
Environment cold, plains
Organization solitary, pair, or herd (3–50)
Treasure none

Guardian elk are common throughout the frozen plains.

Guardian Smilodon (CR 9; XP 6,400)
N Large outsider (native)
Init +8; Senses low-light vision, scent; Perception +19
AC 19, touch 12, flat-footed 16
(+3 Dex, +7 natural, –1 size)
hp 119 (14d8+56)
Fort +14, Ref +13, Will +6
DR 10/magic; Immune disease, poison; Resist cold 10, fire 10; SR 20
Speed 40 ft.
Melee 2 claws +19 (2d4+9 plus grab plus warning blow), bite +19 (2d6+9/19–20 plus grab plus warning blow)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, protector, rake (2 claws +18, 2d4+8), warning blow (W-DC 18)
Spell-Like Abilities (CL 14th; concentration +15)
3/day—shield other (tiger, smilodon only)
Str 29, Dex 19, Con 21, Int 4, Wis 14, Cha 12
Base Atk +10; CMB +20 (+24 grapple); CMD 34 (38 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception, Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +8, Perception +19, Stealth +21 (+25 in tall grass), Swim +26; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
SQ empathy
Environment forests, plains, swamps
Organization solitary or pair
Treasure none

On Porphyra
Guardian creatures were first spoken of by the elders of the Sikoyan people of the Northlands. The great bear of ice has long protected their tribe. Wherever the natural lands are threatened the natural animism of the Patchwork World creates guardian creatures to help prevent the extinction of its natural creatures. Guardian mustangs roam the Hinterlands of Kesh, guardian wolves guard the scrublands, and guardian scarab beetles have been long sighted in the Deserts of Siwath.