Runic Guardian (CR 10)

Large Construct
Alignment: Always neutral
Initiative: +1 (Dex)
Languages: Cannot speak


AC: 28 (-1 size, +1 Dex, +18 natural), touch 10, flat-footed 27
Hit Dice: 17d10+30 (123 hp); DR: 10/adamantine
Fort +5, Ref +6, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +12; Grapple +12
Attack: Slam +18 melee
Full Attack: Slam +18/+13/+8 melee
Damage: 2d8+10 plus stunning strike
Special Attacks/Actions: Runic spells, stunning strike
Abilities: Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1
Special Qualities: construct traits, fast healing 10, find master, guard, shield master, teleport without error
Feats: -
Skills: -
Advancement: 18-25 HD (Large); 26-51 HD (Huge)
Climate/Terrain: Any land or underground
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual II

Runic Spells (Sp): A runic guardian can hold up to six spells. These spells must be cast into its body when it is created. One spell can be placed on the runic guardian's head, one on each limb, and one on its torso. The table below gives the maximum level of spell that each of its body parts can hold. Alternatively, the entire guardian can accommodate a single inscribed spell of 6th or 7th level, but this covers its whole body.

Body PartHighest Spell Level
Head1st
Each arm2nd
Each leg3rd
Torso5th

Each of these spells is usable once per day as a spell-like ability. The runic guardian discharges a spell either when directly commanded to do so or when a predetermined situation arises.

Stunning Strike (Ex): Any creature hit by a runic guardian's slam attack must make a successful Fortitude saving throw (DC 25) or be stunned (unable to act, loses any Dexterity bonus to AC, and an attacker gets a +2 bonus on attack rolls against it) for 1 round, in addition to taking the normal damage from the blow. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Construct Traits: A runic guardian is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical bits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A runic guardian has darkvision (60-foot range).

Fast Healing (Ex): A runic guardian regains lost hit points at the rate of 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the runic guardian to regrow or reattach lost body parts.

Find Master (Su): No matter the distance, a runic guardian can find the piece of jewelry that connects it with its master, and it teleports to that spot when called. (Should the master call the construct and then remove the jewelry, the runic guardian finds only the jewelry upon its arrival.) This ability functions even across planar boundaries.

Guard (Ex): The runic guardian blocks blows, granting its master a +4 deflection bonus to AC. This power functions only when the runic guardian is within 5 feet of its master.

Shield Master (Sp): A runic guardian's master, when in possession of the keyed piece of jewelry, can activate this defensive ability when within 150 feet of the construct. Shield master transfers three-fourths of the damage that would otherwise be dealt to the master to the runic guardian instead. This ability otherwise functions like the shied other spell (caster level 25th), except that it provides no AC or saving throw bonuses.

Teleport without Error (Sp): Once per day, a runic guardian can use teleport without error (caster level 18th). It normally uses this ability to answer a call from its master, teleporting unerringly to his or her side.

In battle, a runic guardian protects its master by casting predetermined defensive spells upon him or her, then pounding away at foes with its leaden fists. Runic guardians equipped with offensive spells use them only when directly commanded to do so. A runic guardian is instantly aware of its master's death, whether occurs, the construct immediately goes on a rampage, attacking all creatures within sight. Possession of its jewelry in such a circumstance gains the bearer neither control over the construct nor safety from its attacks. The runic guardian does not stop until destroyed.