Monsters:
Tinker Tomb Guardian
 
 
By: Arjan Wardekker
Special thanks to: Jurri van Meerveld for the original idea for this creature
Type: Construct
Difficulty: CR 5
Game: Dungeons & Dragons (D&D)

Small Construct
Hit Dice: 4d10 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 60 ft. (good)
AC: 12 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/+1
Attack: Slam +5 melee (1d8+3)
Full Attack: Slam +5 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rod of Wonder
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, hardness 8
Saves: Fort +1, Ref +3, Will -4
Abilities: Str 14, Dex 16, Con -, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Climate/Terrain: Any
Organisation: Usually solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Tinker Tomb Guardians are animated stone statues of flying gnomes (including flight goggles and a cape that is sculpted as if waving in the wind). The Guardian valiantly holds a rod in front of itself.

Combat
Despite its comical appearance, Tinker Tomb Guardians can be quite dangerous, due to its magical powers.
Rod of Wonder (Su): A Tinker Tomb Guardian can produce random magical effects as per Rod of Wonder. The Guardian can produce this effect once per round as a standard action, or twice per round as a full attack action. The rod is part of the sculpture and cannot be removed. When the Guardian is destroyed, the rod explodes, unleashing 2d6 discharges of a Rod of Wonder, divided over random targets within 60 ft.

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.

Related Material:
Adventures: The Crypt

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