D&D 3e (3.0/3.5) Rules
Hit Dice: 9d10 (49 hp)
Initiative: +1 ( +1 Dex)
Speed: 30 ft. (can't run)
AC: 21 (-1 size, +1 Dex, +11 natural)
Attacks: 2 large scimitars +13 melee
Damage: Large scimitar 1d8+7/15-20
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Augmented critical, construct traits, DR 10/+3, magic immunity
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 25, Dex 12, Con -, Int -, Wis 11, Cha 1
Organization: Circle (50)
Challenge Rating: 8
Alignment: Always Neutral
Advancement: 10-14 HD (Large); 15-18 HD (Huge)
Tower guardians are stone golem variants that were created long ago to defend the Towers of High Sorcery. Each tower guardian has a malachite body that stands 9 feet tall and weighs around 2,000 pounds. Each guardian has the head of an animal but is otherwise humanoid, with a large scimitar in each of its two massive hands.
Tower guardians are fearsome combatants. They lack the secondary attacks of most golems but can be healed by electrical attacks. A guardian fights with two scimitars that are parts of its body, and treated as natural weapons.
Augmented Critical (Ex): A tower guardian threatens a critical hit on a natural attack roll of 15-20.
Construct: A tower guardian is immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain, or death from massive damage. The guardian is immune to any effect that requires a Fortitude save unless it also affects objects. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A tower guardian has darkvision (60-foot range).
Magic Immunity (Ex): A tower guardian is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds. A transmute mud to rock spell heals all of a tower guardian's lost hit points. A stone to flesh spell does not change the guardian's structure but negates its damage reduction for 1 round. The guardian rolls no saving throw against these effects.
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