XP 1,600
N Medium aberration (aquatic)
Init +3; Senses darkvision 120 ft., truesight; Perception +2
Defense
AC 17, touch 14, flat-footed 13 (+1 dodge, +3 natural, +0 size, +3 Dex)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +6
Defensive Abilities spikes
Offense
Speed swim 60 ft.
Melee slam +4 (1d4+1)
Space 5 ft., Reach 5 ft.
Special Attacks eye beam
Spell-Like Abilities (CL 4th; concentration +0)
constant—true sight
Statistics
Str 13, Dex 16, Con 18, Int 2, Wis 14, Cha 2
Base Atk +3; CMB +4; CMD 17 (cannot be tripped)
Feats Dodge, Mobility, Point-Blank Shot
Skills Swim +17
SQ amphibious
Ecology
Environment Ocean (Ocean Monuments)
Organization solitary, scouting party (2-4), squadron (5-16)
Treasure none
Special Abilities
Eye Beam (Su) Guardians can project a ray from their eye that can target a creature up to 140 feet away as a ranged touch attack. The guardian has a +6 bonus to hit with this ray. On a successful hit it deals 5d6 points of damage. This ray take a moment to charge up before dealing damage. A creature targetted by a guardian's eye ray can make a DC 15 reflex to move 5 feet. If their new position is not in line of sight from the guardian the ability fails and the target takes no damage.
Spikes (Ex) Guardians are covered in brightly covered spikes that retract when they move. Anytime a creature makes a melee attack without a reach weapon against a guardian they must make a DC 20 reflex save or take 1d6 points of piercing damage. If the creature attacked with a natural weapon they automatically fail the save. Any creature in a grapple with a guardian also takes the same damage each round. Guardians do not benefit from this ability while they are moving.
XP 6,400
N Large aberration (aquatic)
Init +6; Senses darkvision 120 ft., truesight; Perception +18
Aura aura of fatigue
Defense
AC 21, touch 12, flat-footed 18 (+1 dodge, +9 natural, -1 size, +2 Dex)
hp 102 (12d8+48)
Fort +8, Ref +6, Will +11
Defensive Abilities spikes
Offense
Speed swim 60 ft.
Melee slam +13 (1d6+5 plus 1d6 piercing), tail slap +8 (1d8+2)
Space 10 ft., Reach 10 ft.
Special Attacks eye beam
Spell-Like Abilities (CL 8th; concentration +9)
constant—true sight
Statistics
Str 21, Dex 14, Con 18, Int 10, Wis 16, Cha 12
Base Atk +9; CMB +15; CMD 27 (cannot be tripped)
Feats Dodge, Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Weapon Focus (ray)
Skills Knowledge (dungeoneering) +15, Perception +18, Spellcraft +15, Swim +28
SQ amphibious
Ecology
Environment Ocean (Ocean Monuments)
Organization solitary, council (3)
Treasure incidental
Special Abilities
Aura of Fatigue (Su) Elder guardians emit an aura that tires would be theives of the temples they guard. Any creature other than a guardian within 120 feet of an elder guardian becomes fatigued and slowed as the slow spell. Additionally, all affected creatures are weakened reducing their carrying capacity by half and making any melee attack (including sundering) against an object with hardness deal no damage.
Eye Beam (Su) Guardians can project a ray from their eye that can target a creature up to 720 feet away as a ranged touch attack. The guardian has a +12 bonus to hit with this ray. On a successful hit it deals 10d6 points of damage. This ray take a moment to charge up before dealing damage. A creature targetted by a guardian's eye ray can make a DC 18 reflex to move 5 feet. If their new position is not in line of sight from the guardian the ability fails and the target takes no damage.
Spikes (Ex) Guardians are covered in brightly covered spikes that retract when they move. Anytime a creature makes a melee attack without a reach weapon against a guardian they must make a DC 23 reflex save or take 2d6 points of piercing damage. If the creature attacked with a natural weapon they automatically fail the save. Any creature in a grapple with a guardian also takes the same damage each round. Guardians do not benefit from this ability while they are moving.