Crossroads GuardianCreature 7
Source Pathfinder Bestiary 3
Perception +19 (recognize hero)
Languages Sylvan, Tongues
Skills Arcana +16, Diplomacy +20, Lore +20, Medicine +17, Nature +19, Occultism +16, Performance +16, Religion +17, Society +16, Survival +19
Str +5, Dex +4, Con +3, Int +5, Wis +6, Cha +7
AC 25; Fort +14; Reflex +13; Will +19;
HP 115 (primal purpose)
Speed 25 feet (swim 25 feet)
Greatsword +18 (+13, +8) to hit (versatile p) 1d12+11 Slashing + 1d6 Mental
Bound
A crossroads guardian is bound to the site of its creation, but it can leave so long as it remains within 100 feet of the object it is guarding or individuals under a Geas to fulfill the guardian's need. If it strays farther than 100 feet, it vanishes and reappears within 1 day at the site of its creation.
Recognize HeroA crossroads guardian knows the name, lineage, and significant history of everyone who speaks to it. If that individual has two or more identities, the crossroads guardian knows all those identities and which one is most true.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Primal PurposeA crossroads guardian can't be permanently destroyed while its need remains unfulfilled. If killed, it reforms within 1 day near the object it guards, near someone under a Geas to fulfill its need, or at the site of its original appearance.
Once the guardian's need is fulfilled, the crossroads guardian dissipates naturally within a week unless it finds a new quest.
RitualsDC 25; geas (doesn't require secondary casters and can target a willing creature of any level)
Primal Innate Spells (DC 25, +17 to hit)
2nd Level: Obscuring Mist (At Will)
4th Level: Solid Fog
5th Level: Tongues (Constant)
7th Level: Plane Shift
3rd Level: Geas (Doesn't Require Secondary Casters And Can Target a Willing Creature of Any Level)
When a village is threatened by a horde of bandits but there's no one to help, when a monastery's divine relic must be guarded but the last monk is on their deathbed, when the world can be saved only through the use of an artifact no one alive remembers, nature responds by creating a crossroads guardian, a naturally occurring entity of primal magic. Every crossroads guardian exists to satisfy a particular need-usually a quest that must be carried out, helpless individuals who must be saved from harm, or an object or location which must be guarded. Although they often appear at actual crossroads, a crossroads guardian can materialize anywhere there is a community, from a giant metropolis to a lizardfolk village in a remote swamp.
Some crossroads guardians are martial beings-defending a mystic fountain against all intruders, for example-but most are helpers and assistants, guiding heroes through the wilderness to where they're needed. A guardian is a skilled warrior and can defend a location, but when its purpose involves a quest, or the need is so great that the guardian isn't up to the task alone, the guardian must persuade others to voluntarily accept their quest.
Once a crossroads guardian has fulfilled its purpose, it either shifts to satisfy a new need or quest-often changing its alignment and abilities as well-or else slowly vanishes, returning to the raw primal magic from which it was formed.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FeyCreatures of the First World are called the fey.