Garnicans

Little to nothing is known about Garnican culture, society or biology. In their natural form, they appear as globular, grey humanoid beings with glowing red eyes. They seem to exist to hunt magical treasure, and sometimes stalk adventuring groups just for this purpose. They are not known to talk, or to even really interact with anyone beyond stealing enchanted items. They are known for being merciful, however, and only killing when necessary.

To make the battle more interesting, give a Garnican some random magic items to increase its CR.

Medium Aberration (shapeshifter)
Hit Dice: 7d8+21 (56)
Initiative: +4
Speed: 30 ft
Armor Class: 24 (+4 dex, +10 natural)
Base Attack/Grapple: +4/+4
Attack: Slam +4
Damage: Slam (1d6)
Space/Reach: 5ft/ft
Special Attacks: Stone Touch, Spell-Like Abilities
Special Qualities: Spell Resistance 24, Damage Reduction 5/Silver, Magic Intuition, Detect Magic
Saves: Fort +5, Ref +8, Will +9
Abilities: Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 17
Skills: Move Silently +14, Listen +12
Feats: Quicken Spell-Like Ability (polymorph), Quicken Spell-Like Ability (invisibility), Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral
Advancement: -
Level Adjustment: -

Stone Touch: With a successful touch attack, a Garnican can attempt to turn a creature to stone, as per the “Flesh to Stone” spell, cast by an 18th level sorcerer. Unlike the standard spell, this effect only lasts for one hour, and magical equipment is left unchanged. Garnicans like to use this to incapacitate their target, then loot the body and run.

Spell-Like Abilities: At Will-Polymorph (self only), Invisibility

Magic Intuition: Garnicans can operate any piece of magical equipment as though they succeeded on a “Use Magic Device” check.

Detect Magic: As the spell, cast by an 18th level cleric, this effect is permanent.

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