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Guardian Spirit

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A violet rune glows in the center of this red-skinned fiend's forehead.

Guardian Spirit CR 4

XP 1,200
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +5; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +10

DEFENSE

AC 20, touch 18, flat-footed 14 (+5 Dex, +1 dodge, +2 natural, +2 size)
hp 32 (5d10+5); fast healing 2
Fort +2, Ref +9, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 15

OFFENSE

Speed 20 ft., fly 50 ft. (perfect)
Melee sting +11 (1d4+1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks smite threat 1/day
Spell-Like Abilities (CL 6th; concentration +10)

Constantdetect good, detect magic
At willguidance, invisibility (self only, DC 17)
1/dayaugury, call lightning (DC 19), protection from chaos, suggestion (DC 19)
1/weekcommune (6 questions, CL 12th)

STATISTICS

Str 12, Dex 20, Con 12, Int 15, Wis 14, Cha 20
Base Atk +5; CMB +4; CMD 18
Feats Dodge, Mobility, Weapon Finesse
Skills Acrobatics +12, Bluff +13, Fly +25, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +10, Sense Motive +7, Spellcraft +10
Languages Common, Draconic, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), fated guardian, guardian spirit 4th level

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.