If you want a sense of how cruel a DM I could be in my
younger years, imagine that your party learns of a cavern where a white dragon
guards a precious hoard. So, the group prepares to withstand cold, and to
attack with fire. But, behold! It is not a white dragon; it just
looks like one! It is, in fact, a
Guardian Daemon from the
Fiend Folio, which breathes fire on
a party prepared to resist the cold! Truly a nasty encounter with what was, and
is, truly a nasty monster!
I hope that my version here does justice to the one my teenaged self used so gleefully!
Guardian Daemon
Daemons are Neutral spirits, equivalent in some ways to the
demons of Chaos and the angels of Law. There are many types of daemons, but
regardless of type, all share the following traits: Immunity to non-magical
weapons; immunity to mind-affecting spells and effects; immunity to any spell
or effect that would forcibly change the daemon’s shape, form, or substance
(including petrifaction); and the ability to speak and understand all
languages.
Guardian Daemon: Init +0; Atk Bite +4 melee (1d8) or claw
+2 melee (1d12) or breath weapon; AC 20; HD 8d12; MV 30’; Act 3d20; SP Daemon
traits, breath weapon, unique invulnerability; SV Fort +7, Ref +7, Will +7; AL N.
Guardian daemons vary in size and form, able to appear as
anything from a large bear or demonic figure to as small as a wild cat. However,
once summoned, their form does not change, and they are constrained never to
pass more than 200 feet from the treasure they guard. The bite and claw damage
of a guardian daemon does not depend upon its form; it may seem incongruously small
or unusually punishing as a result. The summoner also determines one specific
type of attack (a specific spell, or a specific weapon type, for example) to
which the daemon is immune.
Each guardian daemon
also has a breath weapon, which it can use 3 times each day. Roll 1d5 to
determine what type of breath weapon a particular guardian daemon has: (1) Fire
in a 30’ long cone with a 10’ base (5d6 damage, Reflex DC 10 for half), (2)
frost in a 20’ long cone with a 20’ base (4d8 damage, Fort DC 10 for half), (3)
cloud of sleeping gas 20’ in diameter (Will DC 10 or sleep for 4d6 minutes; can
be awakened through vigorous shaking), (4) cloud of poisonous gas 15’ in
diameter (2d5 damage plus Fort DC 10 or 2d5 temporary Strength damage), or (5) bolt
of electricity in a 60’ line (3d6 damage, Fort DC 10 for half, -1d shift on the
dice chain to save if wearing metal armor).
A guardian daemon can take any form the judge desires. To randomly
determine the form of a guardian daemon, roll 1d14 and consult the following
table. Alternately, roll one time each for head, body, limbs, and tail. Roll
1d14: (1) Demon, (2) bear, (3) wild cat, (4) crackling formless energy, (5)
goat, (6) scorpion, (7) humanoid, (8) hawk, (9) vulture, (10) bull, (11)
chicken, (12) dragon, (13) serpent, or (14) wolf.
Special immunities are often based on the caster, or the
location of the treasure. For example, a summoner concerned about a rival known
for the use of a certain spell will choose that spell, or a guardian daemon
whose treasure is outdoors may be immune to longbows. To determine special
immunities randomly, roll 1d16: (1) Random 1st level wizard spell,
(2) random 2nd level wizard spell, (3) random 3rd level
wizard spell, (4) random 1st level cleric spell, (5) random 2nd
level cleric spell, (6) random 3rd level cleric spell, (7) turn the
unholy, (8) longswords, (9) short swords, (10) battle axes, (11) daggers, (12)
longbows, (13) short bows, (14) crossbows, (15) slings, or (16) polearms.
Guardian daemons have no treasure of their own in the Lands
We Know, although may well keep treasures in their natural home, but are always
found guarding the treasure of their summoner. The ritual to summon a guardian
daemon is known to few, but can be performed by both clerics and wizards alike.
At the end of the ritual, the guardian daemon is hatched in its adult form from
an egg.
Guardian Familiar
Guardian Familiar: Init +2; Atk Bite +0 melee (1d3); AC
12; HD 1d6; MV 30’; Act 1d20; SP Infravision 60’, nine lives, immune to
mind-affecting; SV Fort +3, Ref +4, Will +5; AL Varies.
A little-known variation of the
find familiar spell can be used to
summon a guardian familiar. This creature takes the form of a small black cat,
and must be set to guard a treasure. A guardian familiar is always of the same
alignment as its master. It is possible for a wizard or elf to have both a
guardian familiar and a normal familiar, but summoning a guardian familiar
binds a portion of the caster’s soul to the creature, so that for as long as a
wizard maintains a guardian familiar, they lose access to a random spell of the
highest level they know; if the guardian familiar is destroyed in their
service, this loss is permanent. A guardian familiar trapped in service by its
master’s death remains guarding the chest or treasure it was set to watch over,
potentially forever.
A guardian familiar never leaves
its position on top of the treasure or chest it is guarding, nor does it attack,
unless it is itself attacked or an attempt is made to get at its protected treasure.
Likewise, it will not pursue those who flee from it, although it is smart
enough to try to counter “hit and run” tactics.
The guardian familiar has nine
lives, and must be slain nine times before it is finally destroyed. Prior to
this, each time it is reduced to 0 hp, or otherwise slain, it is
instantaneously reborn, stronger than before. At each rebirth, it gains 1 HD,
its damage is increased by +1d on the dice chain, and it gains a +1 bonus to
initiative, Armor Class, attack rolls, and all saves. Thus, in its final life,
a guardian familiar has a +9 bonus to hit, doing 1d14 damage, with a +11
initiative and an AC of 21.