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Thorn GuardianCreature 16


RareNSmallConstructMindless
Source Pathfinder #174: Shadows of the Ancients
Perception +27 (darkvision)
Languages none
Skills Acrobatics +33
Str +6, Dex +9, Con +6, Int -5, Wis +5, Cha +2

AC 39; Fort +27; Reflex +30; Will +35;
HP 330
Speed 0 feet (fly 20 feet)
Immunities critical hits, death effects, disease, doomed, drained, fatigued, grabbed, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, prone, sickened, unconscious

Briar One Action +30 (+25, +20) to hit 3d12+12 Slashing

Darkvision

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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Extra Reaction

A thorn guardian gains an additional reaction each turn but can use this extra reaction only to Retaliate.

Retaliate Reaction

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


Effect The thorn guardian makes a briar Strike against the triggering creature. If it hits, it deals an additional 2d6 Persistent Bleed Damage.

Bond with Ward One Action (concentrate, move)

Requirements The thorn guardian is adjacent to its ward


Effect The thorn guardian enters its ward's space and encases the creature. This doesn't interfere with its ward's senses or actions. The thorn guardian occupies the same space as its ward and moves with its ward.

While worn, the thorn guardian establishes a constant Shield Other effect with its ward. Attacks that target the thorn guardian target the ward instead but use the higher AC or saving throw values between the thorn guardian and the ward. Area effects apply to both the thorn guardian and the ward, as normal for an area effect.

Fly Free One Action (concentrate, move)

Requirements The thorn guardian is Bonded with its Ward


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

Interpose One Action

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


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



Traits

Rare

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.

Construct

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.

Mindless

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.