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.New
Monster: The Dark Warden
A
Preview of The Diamond Throne
Here's
a sneak peek at one of the 12 new monsters you'll
find in The Diamond
Throne: the Dark Warden. (Illustrated by Eric
Lofgren.)
Large
Giant
Hit
Dice: 12d8+84 (138 hp), dying/dead: 8/24
Initiative: +1 (Dexterity)
Speed: 40 feet
AC: 20 (1 size, +1 Dexterity, +10 natural),
touch 10, flat-footed 19
Base Attack/Grapple: +8/+19
Attack: Large +1 longsword +18 melee (2d6+11)
Full Attack: Large +1 longsword +18/+13 melee
(2d6+11)
Face/Reach: 5 feet by 5 feet/10 feet
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, shadow
meld, tremorsense (100 feet), warden sense
Saves: Fort +15, Ref +5, Will +9
Abilities: Str 26, Dex 13, Con 24, Int 17,
Wis 21, Cha 18
Skills: Climb +14, Listen +11
Feats: Cleave, Infuse Weapon, Power Attack,
Stomp, Weapon Focus (longsword), Weapon Specialization
(longsword)
Environment: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None (other than sword)
Advancement: By character class
Level Adjustment: +4
Their
name is deceivingthe dark warden
sounds like it might be a figure representing the
Dark itself. They are not, but nonetheless one should
never consider them lightly. They may not be inherently
malevolent, but these dangerous beings are not to
be trifled with.
Dark
wardens are giants who, through ceremonies and other
mysterious processes (including a profound act of
will) give up their normal lives and transform themselves
into a different type of creature. Most such giants
commit this fundamentally shocking act because their
need to protect the land becomes so great that they
believe they require more power to do so.
In
any event, they lose whatever skills, feats, and levels
they had previously to become dark wardens. Now utterly
alone, stripped of the trappings of civilized life,
they wander the wilderness. Or rather, they patrol
the wilderness. Dark wardens exist for one purpose:
to watch over the land. They take this duty so seriously
that they pose a real threat to civilization. They
oppose the encroachment of cities, the carving out
of mines, the chopping away of forestland. They hate
the use of magic that might threaten the natural way
of thingsanything from destructive spells like
sorcerous blast to the summoning of unnatural creatures.
Dark
wardens scour the land of beings of dramojh creation
(they hate mojh as well) and destroy any of their
devices, constructs, or buildings. They also hate
dragons, chorrim, rhodin, hags, undead, and other
creatures who have no regard for the land. Most people
think of them as a virtual force of natureno
matter who you are, you can never know if a dark warden
will be an ally or a foe.
In
appearance, dark wardens look like wild giants with
shadowy bodies. Only very rarely will one ever see
a dark warden, and even then people never get a good,
close look at them. All dark wardens carry silver
magical longswords (sized for them) as a sort of badge.
These weapons bear symbols of the moon.
Dark
wardens operate mostly at dusk and at night, and always
alone. Most people believe there to be only a few
dozen of them in the world. They speak Giant and Common.
COMBAT
Dark wardens fight defensivelywhen attacked,
they retreat to a defensible spot if possible. Most
of their spell-like abilities are utility spells,
so if given the chance, they cast spirit of prowess
and move in to attack with the longsword. Dark wardens
only fight to the death if defending a site or creature
they consider vital. Otherwise, they use their shadow
meld power to retreat from a losing battle.
Spell-Like
Abilities (Sp): At willaid plants, cloak
of darkness, detect creature, detect disease, detect
poison, hygiene, scent bane; 3/daylesser
compelling question, greater creation, detect magic,
invisibility, greater repair, greater transfer wounds;
1/daydispel magic, lesser beastskin, spirit
of prowess, telepathy. These abilities are as
the spells cast by a 10th-level greenbond (save DC
15 + spell level).
Shadow
Meld (Su): Dark wardens can transform their bodies
into shadowy forms at will as a move-equivalent action
(it is also a move-equivalent action to transform
back). In this incorporeal form they can take only
move or move-equivalent actions but gain a +20 circumstance
bonus to Sneak checks.
Warden
Sense (Su): Dark wardens have an uncanny awareness
of themselves and of everything around them. They
cannot be surprised, caught flat-footed, or flanked
and become instantly aware of traps, dangerous in-place
spell effects, and runes within 25 feet.
DARK
WARDEN CHARACTERS
Dark wardens lose all levels and character abilities
they possessed as giants. However, once in dark warden
form, they can gain character class levels. Most such
individuals are greenbonds, although they also may
choose totem warrior and unfettered levels as well.
DARK
WARDEN ENCOUNTER (EL 8)
The PCs stand at the edge of a small town at dusk.
All is very still. They hear no sounds from the nearby
woods. Suddenly, one of them spots a large figure
standing in the shadows, among the trees, looking
out at the town. The creature makes no move, but melts
back into the shadows.
Later,
as the characters leave town, they sense they are
being followedperhaps even watched. From that
moment, they have drawn the vigilant attention of
a dark warden. This figure currently watches over
a hidden forest spring of magical liquid, whose enchanted
waters have healed a number of sick animals. If the
PCs approach the spring, the dark warden appears (at
a distance) and warns them off in a deep, unnerving
whisper that they nonetheless hear from 200 feet away.
If they do not heed the warning, the dark warden fights
to keep them from the springunless they somehow
prove they will do no harm.
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Designation of Open Game Content: The statistics and
the Combat section of this monster writeup are Open
Game Content. "The
Dark Warden" from The Diamond Throne,
©2003 Monte J. Cook. All rights reserved.
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