Bestiary

Guardian Bell

Ancient lizardfolk magics still linger on in this deadly bell. If any evil or lawful creature enters the bell chamber, it will attack them and their companions. It is not intelligent and does little more than bash away at it's victims.


Guardian Bell: CR 3; Large construct; HD 4d10+30; hp 52; Init +0; Spd Fly (perfect) 20'; AC 14, touch 9, flat-footed 14; Base Atk +3; Atk Slam +5 melee (1d8+4); SA Deafening; SQ Construct traits, darkvision 60', low light vision, spell like abilities; AL CG; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1.

Deafening (Ex): When making a slam attack the bell rings out loudly, as if being swiftly rang to sound an alarm. Any creature damaged by the bell's slam attack must make a DC 15 Fort save or be deafened for 1d4 rounds.

Hardness (Ex): The bell has a hardness of 10.

Trample (Ex): The bell can trample creatures two or more sizes smaller than itself, dealing 1d8+4 damage. Opponents who do not make attacks of opportunity against the bell can attempt Reflex saves (DC 15) to halve the damage.

Detect Evil (Sp): The bell can detect evil at will as a free action.

Detect Law (Sp): The bell can detect law at will as a free action.