Speed: 20 feet, fly 20 feet (good)
Armor Class: 18 (+2 size, +2 Dexterity, +4 natural); touch 14, flat-footed 16
BAB/Grapple: +1/-8 (see below)
Attack: Talons +5 melee (1d2-1, slashing, 20 x2) or sparks +5 ranged (2d6, electricity, 20 x2) (see below)
Full Attack: Talons +5 melee (1d2-1, slashing, 20 x2) or sparks +5 ranged (2d6, electricity, 20 x2) (see below)Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: -
Special Qualities: Construct, damage reduction 5/-, darkvision 60 feet, fast healing 1, find master, low-light visionSaves: Fortitude +0, Reflex +2, Will +0
Abilities: Str 8, Int -, Wis 10, Dex 14, Con -, Cha 1
Challenge Rating: 3
Alignment: Always neutral
Advancement: 3 - 4 HD (Tiny); 5 - 6 HD (Small)
Spark guardians know that they are ill-equipped for melee combat. Instead they do their best to remain our of enemies' range, flinging their sparks at them from above.
Spark Guardians as Familiars
Spark guardians can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, be at least a 7th-level caster, and construct the spark guardian himself.
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