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Tattoo GuardianCreature 3

Source Pathfinder Bestiary 3
Perception +8 (darkvision)
Languages none
Skills Acrobatics +11
Str +3, Dex +4, Con +1, Int -5, Wis +1, Cha +2

AC 19; Fort +8; Reflex +11; Will +6;
HP 50
Speed 0 feet (fly 10 feet)
Immunities critical hits, death effects, disease, doomed, drained, fatigued, grabbed, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, prone, sickened, unconscious

Ink Blade One Action +10 (+5, +0) to hit 1d12+5 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Retaliate Reaction

Trigger A creature within the tattoo guardian's reach attacks the guardian's ward

Effect The tattoo guardian makes an ink blade Strike against the triggering creature.

Bond with Ward One Action (concentrate, move)

Requirements The tattoo guardian is adjacent to its ward

Effect The tattoo guardian enters its ward's space and applies itself to the creature's flesh or another suitable surface on the creature. The tattoo guardian occupies the same space as its ward and moves with its ward. While worn, the tattoo guardian establishes a constant Shield Other effect with its ward. Attacks that target the tattoo guardian target the ward instead, but use the higher AC or saving throw values between the tattoo guardian and the ward. Area effects apply to both the tattoo guardian and the ward, as normal for an area effect.

Fly Free One Action (concentrate, move)

Requirements The tattoo guardian is Bonded with its Ward

Effect The tattoo guardian removes itself from the ward and enters an adjacent space.

Interpose One Action

Requirements The tattoo guardian is Bonded with or adjacent to its ward

Effect The tattoo guardian interposes itself between the ward and its foes, granting its ward a +2 circumstance bonus to AC until the start of the guardian's next turn.

Effect: Interpose

Tattoo guardians are vigilant protectors drawn onto the skin of the individuals they are meant to protect. The creators of tattoo guardians typically animate them as they apply the tattoo using specific rituals and specialized inks, though more obscure rituals can animate a tattoo that's already been applied. Regardless of their animating method, tattoo guardians can temporarily remove themselves from their ward's skin and attack or even interpose themselves between their ward and any dangers. Most tattoo guardians remain on their ward and attack without separating.

Tattoo guardians come in a variety of forms, taking the shape of religious symbols, powerful creatures, or more abstract shapes. Magic reinforces the bond between a tattoo guardian and its ward, and the death of the ward also brings about the tattoo guardian's destruction. A guardian that is destroyed while its ward lives reverts to a mundane tattoo-often scarred or otherwise marred.

Familial or cultural traditions contribute to the meaning of a tattoo guardian's appearance. In many dwarven cultures, a given family or clan develops their own tattoo patterns and uses these in any tattoo guardians they make. It's especially common for members getting tattooed to ask for a tattoo patterned after one worn by a parent or other ancestor they greatly respect.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.


A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.