Defender Globe

This small glowing orb radiates light similar to that of a lantern. Small filaments of electrical energy dance across its illuminated surface.
 

Defender Globe (CR 3)

Small Outsider (Elemental, Native)
Alignment: Neutral
Initiative: +3
Senses: Darkvision 60 feet; Perception +8
  Speed: 5 feet, 40 feet Fly (perfect)
Space: 5 feet
 

Defense

Armor Class: 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1 dodge, +1 size)
Hit Points: 26 (4d10+4)
Saving Throws: Fort +2, Ref +7, Will +5
awareness, defensive aura
Immunity: electricity
Energy Resistance: cold 10, fire 10
 

Offense

Melee:
Reach: 5 feet
Ranged: electrical bolt +8 (2d6 electricity)
  Spell-Like Abilities (CL 4th):

Statistics

StrDexConIntWisCha
4 (-3) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 14 (+2)
Base Attack Bonus: +4
CMB +0
CMD 16 (can't be tripped)
  Feats: Dodge
  Skills: Fly +20, Knowledge (planes) +4, Perception +8
  Languages:
 

Special Abilities

Awareness (Ex)

A defender globe cannot be surprised or flanked.

Defensive Aura (Ex)

A defender globe adds its Charisma bonus to its AC and CMD as a deflection bonus.

Flight (Su)

A defender globe can cease or resume flight as a free action. The ability is supernatural, so it becomes ineffective in an antimagic field, and the defender globe loses its ability to fly for as long as the antimagic effect persists.
 

Ecology

Environment: Any
Organization: solitary
Treasure: incidental

  This small outsider is bound by spellcasters using the summon monster III or lesser planar binding spells, serving for up to 1 day per caster level. Using more powerful incantations can bind the globes for longer periods (GM's discretion).
  They can understand, but not speak, any language spoken by their summoner. The summoned globes can understand simple orders, and carries out their last order until destroyed or dismissed.
  Credit Originally appearing in Rappan Athuk (© Frog God Games, 2012)

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