==Gathercall Guardians=================================================================> Son Ku, Sonic Guardian (Ring of Energy, Sonic Piece) Huge Abberation HD: 4d12+16 (max: 64) Init: +2 Speed: 30 AC: 15 (-2 size, +2 dex, +5 natural) Attacks: horn +7, 2 groundpounds (special), 2 tailwhips +0 Dmg: horn 1d10+4, groundpounds (15 ft radius(from monster center), 1d8 sonic damage, reflex DC 15 save for ½), tailwhips 1d4 Face/Reach: 10x10/5 Saves: F+5, R+6, W+5 STR 18 DEX 14 CON 19 INT 8 WIS 13 CHA 8 Skills: Tumble: +5, Listen +5, Intimidate: +5 Feats: Weapon Focus (Horn) -------------------------- -Wardrum(Ex): 1/day (3d6 sonic damage, 30 ft radius(from monster center), reflex DC 12 save for ½) -Blast Horn(Ex): ray, +3 to hit (touch attack), deafened 1d4 rounds, 1d4 sonic damage -Double damage from acid, no damage from sonic. -CR 4 Description: A huge four-legged beast with a pair of sharp horns on its head and a pair of trumpet-like horns on its back. Son Ku has heavy feet (like an elephant's feet). Son Ku has a pair of whip-like tendrils for a tail. They can be used to attack directly, or to strike a pair of drumskin-like membranes on Son Ku's sides. =======================================================================================> Freyrisa, Cold Guardian (Ring of Energy, Cold Piece) Huge Abberation (Cold) HD: 6d8+24 (max: 72) Init: +2 Speed: 30 AC: 17 (-2 size, +3 dex, +5 natural, +1 CHA) Attacks: 4 frostwhips +6 melee or 2 ice projectiles +4 ranged Dmg: 4 frostwhips (1d4+2 cold, fort save DC 15 or paralyzed for 1 round) or 2 ice projectiles (1d4 + 1d4 cold) Face: 10x10/5 Saves: F+6, R+8, W+6 STR 18 DEX 16 CON 19 INT 8 WIS 13 CHA 12 Skills: Tumble: +5, Listen +7, Intimidate: +5 Feats: Alertness, Improved Counterspell -------------------------- -Frost Presence(Su): The Cold Guardian Applies its CHA bonus to AC and saves -Cold subtype: Immune: Cold Damage, Double damage vs Fire except on successful save -spell-like abilities(DC 11+spell level): at will-- produce frost (as produce flame, but cold damage 1d6+1); 1/hour-- true strike, cure light wounds (1d8+1); 1/day-- magic missle (but for fire damage) -CR 4 Description: A huge blue blob-like monster that moves on thousands of tiny like, like a centipede. It attacks with 4 whip-like tendrils located directly atop it. It has a large pair of humanoid arms directly atop it as well, which can manifest and hurl ice projectiles. It is covered in a thick layer of frost. =======================================================================================> Angelus Magmae Adventi, Fire Guardian (Ring of Energy, Fire Piece) Large Abberation (Fire, Extraplanar) HD: 6d8+18 (max: 66) Init: +9 Speed: 60 fly (perfect) AC: 15 (-1 size, +5 dex, +1 natural) Attacks: Lavapunch +9 Dmg: Lavapunch (1d4+1d6 fire) Face/Reach: 5x5/10 Saves: F+5, R+9, W+3 STR 16 DEX 20 CON 16 INT 10 WIS 13 CHA 8 Skills: Spot +5, Listen +5, Intimidate: +5 Feats: Lightning Reflexes, Combat Reflexes, Improved Initiative -------------------------- -Wings In Motion: On Angelus Magmae Adventi's action, roll 1d4 on the following chart. This is a free action that Angelus Magmae Adventi must perform if able. 1: Wing of Ash(Ex): a cloud of thick ash eminates from the flapping of this wing. All creatures within 15 ft radius must pass a DC 11 fort save or be blinded for 1d4 rounds. 2: Wing of Flame(Sp): a small fire elemental appears (as if summoned) at the beginning of Angelus Magmae Adventi's next turn. 3: Wings of Ash and Flame (results 1 & 2) 4: Wings of Stillness: (no result) -Fire subtype: Immune: Fire Damage, Double damage vs cold except on successful save -Resistance: Acid/Cold/Elec 5 -Damage Reduction 5/magic -Spell Resistance 11 -Submersion/Dousing Adversion: do not roll Wings In Motion for 1d4 rounds after being submerged/doused. Description: A large, vaguely humanoid creature made of dripping magma. Angelus Magmae Adventi has abnormally long arms, giving it reach. It hovers effortlessly in the air. A pair of wings on its back are not for flying, but have special effects instead.